Helmut_AUT
Regular

As per this topic:
http://forums.taleworlds.com/index.php?topic=76651
Right now in 1.011 - and per Darkness' tests, even in Warband - Mount&Blade does not properly support widescreen resolutions. What happens is that using 16:10 or 16:9, you get LESS vertical view than on 4:3, and the same horizontal view. Basically you are seeing less of the total scene than a 4:3 screen user, a kind of "zoomed in" scene. For years standard widescreen implementation has meant to keep the vertical FOV the same and EXPAND left/right (horizontal) field of vision, which makes sense since most widescreens have more horizontal resolution at the same vertical resolution than comparable 4:3.
To get a better idea what the problem is, please read here: http://www.widescreengamingforum.com/wiki/index.php/Vert_-
To counter this, a good start would be allowing the player to set FOV himself. By selecting a wider FOV (usually 108 degrees instead of the most common 90 degrees) we could get the vertical screen area back that 4:3 offers, and wider area left/right. I know that right now there is a hack to set FOV, but it involves changing values in game memory during runtime, and that to me is too complicated. It's also not very future-proof, since these values change with every new release, Anti-Virus Scanners interfere with memory hacks and Win7 might too interfere with such things.
Instead, please simple put a numerical value for FOV in some scripts file which the user can edit.
I'm really surprised this has escaped attention so long, seeing that these days most screens you see everywhere are either 16:10 or now even 16:9 (which would make the effect even worse). Obviously the engine has actually no problem to change FOV on the fly (you can even zoom in) so all that needs to be done is to change default FOV based on screen ratio.
http://forums.taleworlds.com/index.php?topic=76651
Right now in 1.011 - and per Darkness' tests, even in Warband - Mount&Blade does not properly support widescreen resolutions. What happens is that using 16:10 or 16:9, you get LESS vertical view than on 4:3, and the same horizontal view. Basically you are seeing less of the total scene than a 4:3 screen user, a kind of "zoomed in" scene. For years standard widescreen implementation has meant to keep the vertical FOV the same and EXPAND left/right (horizontal) field of vision, which makes sense since most widescreens have more horizontal resolution at the same vertical resolution than comparable 4:3.
To get a better idea what the problem is, please read here: http://www.widescreengamingforum.com/wiki/index.php/Vert_-
To counter this, a good start would be allowing the player to set FOV himself. By selecting a wider FOV (usually 108 degrees instead of the most common 90 degrees) we could get the vertical screen area back that 4:3 offers, and wider area left/right. I know that right now there is a hack to set FOV, but it involves changing values in game memory during runtime, and that to me is too complicated. It's also not very future-proof, since these values change with every new release, Anti-Virus Scanners interfere with memory hacks and Win7 might too interfere with such things.
Instead, please simple put a numerical value for FOV in some scripts file which the user can edit.
I'm really surprised this has escaped attention so long, seeing that these days most screens you see everywhere are either 16:10 or now even 16:9 (which would make the effect even worse). Obviously the engine has actually no problem to change FOV on the fly (you can even zoom in) so all that needs to be done is to change default FOV based on screen ratio.





