In addition, all the game's first-person cut scenes and cinematics and each and every animation involving Artyom's hands - idle weapon animations, reloads, ladder climbing, melee attacks etc, - were created assuming the same, fixed field of view.Ĭhanging the FOV would break all the cut-scenes and animations - you would be able to see inside Artyom's arms, or they would appear to float in the air in front of you. The main reason for maintaining a fixed FOV is because we have 3D elements like the watch and weapon ammo that need to remain visible. Unfortunately, this was not as simple a thing to implement as it might appear! We're aware the community have been asking for a 'Field of View' slider for Metro: Last Light.
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December 2022
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