Newcomer / Intro increase fov beyond ingame setting?

is there a way, through a config or something, to increase the fov further?

i'm playing on a 16:9 monitor but want to try to emulate 21:9 with increased fov.

specifically on the srv, it's quite annoying that you don't see the wheels. i often get stuck, because even though it looks like the srv fits, it actually doesn't, because the outer edge of the wheels are not visible, even with the highest ingame fov setting.
 
in your %LOCALAPPDATA%\Frontier Developments\Elite Dangerous\Options\Graphics directory you will find a file "Settings.xml" you can change the FOV in there. Mine is:

<?xml version="1.0" encoding="UTF-8" ?>
<GraphicsOptions>
<Version>1</Version>
<PresetName>Ultra</PresetName>
<StereoscopicMode>0</StereoscopicMode>
<IPDAmount>0.001000</IPDAmount>
<AMDCrashFix>false</AMDCrashFix>
<FOV>60.000000</FOV>
<HighResScreenCapAntiAlias>3</HighResScreenCapAntiAlias>
<HighResScreenCapScale>4</HighResScreenCapScale>
<GammaOffset>-0.278100</GammaOffset>
<DisableGuiEffects>false</DisableGuiEffects>
<StereoFocalDistance>25.000000</StereoFocalDistance>
<StencilDump>false</StencilDump>
<ShaderWarming>true</ShaderWarming>
<VehicleMotionBlackout>false</VehicleMotionBlackout>
<VehicleMaintainHorizonCamera>false</VehicleMaintainHorizonCamera>
<DisableCameraShake>true</DisableCameraShake>
</GraphicsOptions>


NB Changing it in game alters that number.
 
thanks. i was certain, i already tried that but it wouldn't work. put it to 68 which equals 100. above that gives fisheye effect.
 
thanks. i was certain, i already tried that but it wouldn't work. put it to 68 which equals 100. above that gives fisheye effect.

I made this vid for someone a while back showing what the game looks like with FOV set to 70:


... obviously that is on a 16:9 display, no doubt a 21:9 would exacerbate the distortion.

BTW - FOV of 60 in the settings.xml file equates to full right on the slider for me (widest FOV setting in options), I am not sure what you mean by "68 which equals 100".
 
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I set mine to 75 and it looks OK but you do get a bit of fish-eye. For example, as planets pass you by, they move from being circular to a peculiar ovoid shape.
 
Vertical FOV is the field of view between the upper and lower borders of your monitor, horizontal FOV is the field of viewe between the left and right borders. Since the most common aspect ration nowadays is 16:9, monitors tend to be wider than they are tall, and as such the horizontal FOV is wider than the vertical FOV.
More games statistically speaking let the user choose set the horizontal FOV since that is more intuitive, but some -like ED- use vertical FOV.
There are tools online that calculate FoVs based on aspect ratios.
 
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Vertical FOV is the field of view between the upper and lower borders of your monitor, horizontal FOV is the field of viewe between the left and right borders. Since the most common aspect ration nowadays is 16:9, monitors tend to be wider than they are tall, and as such the horizontal FOV is wider than the vertical FOV.
More games statistically speaking let the user choose set the horizontal FOV since that is more intuitive, but some -like ED- use vertical FOV.
There are tools online that calculate FoVs based on aspect ratios.

Of course we know that - it is the figures that @Zornbringer used that don't make any sense to me. Using either 16:9 or their 21:9 you don't get the figures they used.

So their 68 vertical produces 121 (approx) for 16:9 or 159 (approx) for the 21:9 they allude to. Similarly using a figure of 60 for the vertical then you get 106.7 (ish) and 140 respectively. So unless there is some scaling factor then I don't understand the figures they used - that is all.
 
Of course we know that - it is the figures that @Zornbringer used that don't make any sense to me. Using either 16:9 or their 21:9 you don't get the figures they used.

So their 68 vertical produces 121 (approx) for 16:9 or 159 (approx) for the 21:9 they allude to. Similarly using a figure of 60 for the vertical then you get 106.7 (ish) and 140 respectively. So unless there is some scaling factor then I don't understand the figures they used - that is all.
1584455283035.png
 
.........

Well the math must be in trig, not my simple use of ratios - thanks for that. (from https://themetalmuncher.github.io/fov-calc/ )

Digging further, for my own edification, I came across this on Wikipedia:

The horizontal and vertical FOV are calculated from the following equations:

fov.jpg


where r is the aspect ratio, w and h are the width and height, and H and V are the horizontal and vertical FOV.



The scaling methods section I found very illuminating, I wonder what F D uses in Elite.

So I continue to live and learn even as the world is going to hell in a handbasket.
 
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