Increasing fov = better control of hotas¿

I need to know if I'm crazy. I'm using an HP Omen x 65-in imperium bfgd Nvidia g-sync 4K panel. Sensitivity is difficult with hotas on such a big screen input lag is very low almost like regular size monitor. I noticed as I increase the fov it's increasingly easier to control my flight direction and aiming when in combat. I currently have the fov maxed out in the game slider is all the way to the right. I love playing on this screen but I also want to be competitive. I'm still having trouble controlling the reticle with my thrustmaster warthog flight stick but it has gotten a lot better now little inputs don't make such huge impact on the screen. Am I on to something or is it just in my head. When I have the fov slider to the left input is extremely sensitive but very quick I think when the fov is wider I just don't see it as quickly so I don't react as quickly. I would appreciate any tips or advice anyone has in this matter thank you.
 
..When I have the fov slider to the left input is extremely sensitive but very quick I think when the fov is wider I just don't see it as quickly so I don't react as quickly. I would appreciate any tips or advice anyone has in this matter thank you.

This^^
It's all in your head. Same thing happens when sim racing. That's why you see all the noob drivers running 180° FOV.
For Elite though it doesn't matter what FOV you run. Use what you are comfortable with. Before I had Track IR, I ran
a wide FOV, but since I can now turn my head I lowered it almost all the way. I like how the other ships are "closer" and
everything seems bigger.
 
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This^^
It's all in your head. Same thing happens when sim racing. That's why you see all the noob drivers running 180° FOV.
Where do you keep the slider for the fov in your graphics settings and what size screen are you using right now thank you.
 
Where do you keep the slider for the fov in your graphics settings and what size screen are you using right now thank you.

In Elite, with the TrackIR I have it at the 3rd notch from left. I would go even lower but then the HUD starts going off the screen.
I have a 44" HD TV at about arms length from my eyes. It looks awesome with the lights turned off. Who needs VR? LOL
 
In Elite, with the TrackIR I have it at the 3rd notch from left. I would go even lower but the the HUD starts going off the screen.
I have a 44" HD TV at about arms length from my eyes.
Good deal, we have about the same setup I'm using trak IR also. I'm going to lower it down a little bit see how I do. I can't keep that aim on anything unless it's standing still.
 
A little experiment:

ikxtfy.gif


  • divide above picture into 3 parts - left/middle/right
  • cover with your hands left and right part, leave middle visible
  • note the dots speed
  • now uncover sides and cover just the middle part
  • whoah, why is it moving faster? o_O

Interesting illusion. Narrow FOV is like looking just at center piece while wide FOV gives you more field. If memory serves me right, in game max FOV is 60. I have edited game files and set it to 80-85. Plus: cockpit moved away a bit more, shrunk a bit and I got more side view, additional immersion and feeling of sitting inside the ship. Minus: whole UI got smaller and sometimes it's hard to read the digits. Going past 90 feels like watching world through reversed binoculars. My sweet spot is between those 80 and 85.
 
I learn't something about FOV in the last 2 weeks that was completely contradictory to all the experimentation when i first started.

The lower the FOV.. the larger objects appear on screen. This is very satisfying as you want things to be big, like stars and stations etc. It all seems far too small for what the lore is claiming to represent at first glance.

But it seems that turning the FOV up above the limit actually allows objects to appear closer to a scale that the numbers in the lore represent. A magic number seems to be exactly 66 degress (vertical) fov. The height axis isn't distorted at this number so the fisheye seems almost as close to within allowed slider parameters.

If anyone knows of an even greater magic number if such a thing exists, would be great to know.

EDIT: Apart from out of ship scale, the biggest improvement is to the canopy view.. as you increase the fov it starts to feel like how much a real set of eyes would see sitting on a seat as seen through the front window. There's some huge gameplay write offs with the display.
 
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A little experiment:

ikxtfy.gif


  • divide above picture into 3 parts - left/middle/right
  • cover with your hands left and right part, leave middle visible
  • note the dots speed
  • now uncover sides and cover just the middle part
  • whoah, why is it moving faster? o_O

Interesting illusion. Narrow FOV is like looking just at center piece while wide FOV gives you more field. If memory serves me right, in game max FOV is 60. I have edited game files and set it to 80-85. Plus: cockpit moved away a bit more, shrunk a bit and I got more side view, additional immersion and feeling of sitting inside the ship. Minus: whole UI got smaller and sometimes it's hard to read the digits. Going past 90 feels like watching world through reversed binoculars. My sweet spot is between those 80 and 85.
That's incredible everything slows down for me that's why when I widen the fov it seemed like I was able to control the ship a little better cuz things weren't moving as fast because my eyes were able to focus on other things instead of what was right in front of me. I have the slider maxed out right now maybe it's not enough.
 
I learn't something about FOV in the last 2 weeks that was completely contradictory to all the experimentation when i first started.

The lower the FOV.. the larger objects appear on screen. This is very satisfying as you want things to be big, like stars and stations etc. It all seems far too small for what the lore is claiming to represent at first glance.

But it seems that turning the FOV up above the limit actually allows objects to appear closer to a scale that the numbers in the lore represent. A magic number seems to be exactly 66 degress (vertical) fov. The height axis isn't distorted at this number so the fisheye seems almost as close to within allowed slider parameters.

If anyone knows of an even greater magic number if such a thing exists, would be great to know.

EDIT: Apart from out of ship scale, the biggest improvement is to the canopy view.. as you increase the fov it starts to feel like how much a real set of eyes would see sitting on a seat as seen through the front window. There's some huge gameplay write offs with the display.
I want to increase the fov as far as I can without distortion as I'm using trek IR so I do have side to side and up and down have movement.
 
That's incredible everything slows down for me that's why when I widen the fov it seemed like I was able to control the ship a little better cuz things weren't moving as fast because my eyes were able to focus on other things instead of what was right in front of me. I have the slider maxed out right now maybe it's not enough.

Exactly. Your brain has more points of reference in wide FOV. I also use JoystickCurves to smooth out my pitch and roll. It helps out tremendously.

Edit to add: Yes, I forgot about the distortion. Anything over half slider makes the planets egg shaped when I fly past them and I can't stand that. Good point.
 
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I want to increase the fov as far as I can without distortion as I'm using trek IR so I do have side to side and up and down have movement.

Well would be glad to hear an update on how you go, which value you settled on.

Just personally, i possibly wanted a fov of about 72-73.. that to me felt realistic at least for a cutter canopy. But i couldn't deal with the fisheye. It was so bad.. basically only the same area of screen prior to config editing is usable, because any objects outside it in all the new space are so distorted they're distracting.
 
Well would be glad to hear an update on how you go, which value you settled on.

Just personally, i possibly wanted a fov of about 72-73.. that to me felt realistic at least for a cutter canopy. But i couldn't deal with the fisheye. It was so bad.. basically only the same area of screen prior to config editing is usable, because any objects outside it in all the new space are so distorted they're distracting.
I will reply back I'm going to go into the application data and change it to 70 and see how that works like I said playing on a 65-in screen is tough itself. When my g2 arrives I'll probably start in this process all over.
 
If you decide to try it, and not familiar with it, after setting it up and enabling the vJoy device with JoysticCurves do the following.
This stumped me in the beginning. To have Elite recognize this new axis, in the Elite controller settings you DO NOT move the joystick itself. You need to
check the Virtual axis test loop and then click inside the Elite axis box. It will sense the virtual device and use its curved output. If you just move the stick
it will use its native movements, bypassing JoystickCurves. Do this for each axis you make. After Elite is happy with each axis, uncheck the box and do the next one
one at a time. Wish you success..
 
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If you decide to try it, and not familiar with it, after setting it up and enabling the vJoy device with JoysticCurves do the following.
This stumped me in the beginning. To have Elite recognize this new axis, in the Elite controller settings you DO NOT move the joystick itself. You need to
check the Virtual axis test loop and then click inside the Elite axis box. It will sense the virtual device and use its curved output. If you just move the stick
it will use its native movements, bypassing JoystickCurves. Wish you success..
Wow copy that that makes perfect sense.never heard of that software before now I'll be able to adjust sensitivity on the stick very cool.
 
Wow copy that that makes perfect sense.never heard of that software before now I'll be able to adjust sensitivity on the stick very cool.

I can't fly without it and honestly, this should be a feature built into Elite itself. Shame we have to dork around with things like this.
Every flight sim worth mentioning has built-in axis curves.
 
A magic number seems to be exactly 66 degress (vertical) fov. The height axis isn't distorted at this number so the fisheye seems almost as close to within allowed slider parameters.

If anyone knows of an even greater magic number if such a thing exists, would be great to know.

I would wager your number might be the precise sweet spot.

I started with 85, it made the cockpits look absolutely stunning, but the fisheye effect when near planets and entering stations was too pronounced, so I ended up settling for 70. Cockpits still look great compared to the game's maximum of 60, and the fisheye effect is small enough that I barely notice it anymore.

EDIT: Apart from out of ship scale, the biggest improvement is to the canopy view.. as you increase the fov it starts to feel like how much a real set of eyes would see sitting on a seat as seen through the front window. There's some huge gameplay write offs with the display.

Indeed, I wish the game would work better with larger FoV by default, a maximum of 60 is too low for current monitors.
 
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I would wager your number might be the precise sweet spot.

I started with 85, it made the cockpits look absolutely stunning, but the fisheye effect when near planets and entering stations was too pronounced, so I ended up settling for 70. Cockpits still look great over the game's maximum of 60, and the fisheye effect is small enough that I barely notice it anymore.

Was fun to test it.. was going by .2 degree increments, even 66.2 on my monitor (16x9 atm) started drawing models further out from the edges as very close, seemingly sucking the distant parts closer to the center along with it. There seemed to be no point going smaller...

Yeah i agree around 70 the cockpits look great, exactly what you'd expect if you were sitting in the chair. Literally everything else drawn on the screen is broken though unless you're looking straight down the middle ?
 
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