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[Feature Request] A Viewmodel FOV Setting #1600

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juuuulian-s opened this issue Feb 3, 2024 · 5 comments
Open

[Feature Request] A Viewmodel FOV Setting #1600

juuuulian-s opened this issue Feb 3, 2024 · 5 comments

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@juuuulian-s
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A command that handles viewmodel FOV independently from screen FOV, allowing for high screen FOV with minimal viewmodel clipping.

@nekonomicon
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I'm not sure what you need.
Engine has r_adjust_fov cvar for HD screens already.

@Velaron
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Velaron commented Feb 15, 2024

This is not possible as the weapon is rendered as a part of the world

@juuuulian-s
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What about adjusting the near clipping plane? This way theres no need to mess with FOV settings, as the clipping is the main reason I made this request in the first place.

@a1batross
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@juuuulian-s can you provide an example where current near clipping value isn't enough?

I don't see any reason to go lower than 4 units, as it's the default value used in Quake and GoldSource.

@a1batross
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I also only notice near clipping when the FOV values go higher than 130 which is already unplayable by itself as it breaks default view models.

Not sure about drawing viewmodel with separate FOV. Mods with custom renderers can implement it the way they want. If some Xash3D-based game that relies on standard renderer wants it, it might get implemented. If not and you need it just for fun, I don't see reason to make standard renderer any more complicated than it already is.

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4 participants