Game Development Community

First person viewmodel FOV

by Felix Willebrand Westin · in Torque 3D Professional · 05/23/2014 (4:45 am) · 1 replies

Hi all,

I was curious if there is a way to split the field of view in Torque into two. One for the camera, and one for the rendering of the first person view model.

Currently in Torque if you want to have a nice, high field of view for your game (say 90) the first person model has to have the same. The problem is weapons generally don't look very good when they are stretched out this way.

If you look at a game like Half-Life 2, that game has a set viewmodel field of view of 56, while the default camera FOV is 75 and can be boosted up to 90 in newer versions (most modern games take a similar approach). This makes the first person assets look a lot more consistent across different field of view settings and also makes sure the player doesn't see something the animator did not intend such as magazines and cartridges that were out of view when animating.

I'm no rendering programmer but I know my way around code. Any tips or info on how this could be implemented would be greatly appreciated!

About the author

Hobbyist turned game dev. Worked at DICE for a short while, now working on personal stuff and Dota 2 things.


#1
05/23/2014 (8:00 am)
I believe the way Half-Life did this was it rendered the entire scene at the default FOV, and when it got to the viewmodel, it changes the fov and rendered it at 56, or in the reverse order, depending on the direction in which the scene was drawn, but I have no idea how to implement that, though it would be a great feature to have.