There’s Still No FOV Slider, For Some Reason...

Still no FOV slider almost 5 years in for some reason.

This is a basic accessibility option, and prevent people such as myself from having motion sickness or headaches just from playing a match or two as killer.

The amount of random clutter on maps like Father Campbell’s Chapel and Autohaven that killer run into and get stuck on because it’s out of their extremely tiny FOV is also extremely aggravating.

Please add an FOV option and replace Shadowborn so people aren’t forced to use it to play killer.

Anticipated Arguments:

“Higher FOV eliminates survivor jukes like corner hiding, window techs, and spins.”

No, it doesn’t. It’ll be harder, but not impossible. Strats like these aren’t really essential to the gameplay anyways, and survivors still have many juking options.

”Don’t play killer.”

Or just increase the base FOV and more people would play killer.

”Killer FOV needs to be low or they would have too much information.”

Shadowborn exists and no one uses it unless they physically need to. Please don’t make the “Shadowborn OP” argument.

Tagged: Dev

Comments

  • @itsok said:

    https://forum.deadbydaylight.com/en/discussion/comment/2180497#Comment_2180497

    Then why those people have a unfair advantage over me with the lowest setting i can spot someone on the other side of the map but with the highest setting i camt do that so im penalyze for having a good pc.

    I know its not the same issue but this guy is a dev he could know the answer i think

    Its not really an unfair advantage if you can just as easily use low settings

  • @Almo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2177979#Comment_2177979

    I'll just point out that higher FOV gives me motion sickness. Some people get sick at higher FOV, some at lower. Higher FOV is clearly a gameplay advantage, so this remains a difficult issue.

    Which is why it should be an optional slider, for people who prefer playing with the lower FOV. It is a gameplay advantage yes, but the benefits of adding it far outweigh the downsides, especially considering that PC players can just change it via res regardless (and to a value that far exceeds Shadowborn) while console players are left high and dry.

  • @Almo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2177979#Comment_2177979

    I'll just point out that higher FOV gives me motion sickness. Some people get sick at higher FOV, some at lower. Higher FOV is clearly a gameplay advantage, so this remains a difficult issue.

    I get what you mean, on the one hand motion sickness causes a ton of problems, on the other, it could be easily abuseable. But I have an idea. Do the 360 move, instead of making it accessable to have a bigger fov, simply make it so EVERYONE has bigger fov (basically shadowborn) and make it available to lower the fov on the settings. I know that my theory isn't perfect, but you can balance around the higher fov without caring that much for people who lowered it.

  • Hard agree with Almo for once

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2180495#Comment_2180495

    I see where you're coming from, but there's no way of removing comms from DBD without killing the game. DBD also would not have a party system if the devs expected players to never be able to communicate with each other. I actually can't think of a single game with a party system to forbids or even discourages voice chat.

    Comms and SWF have been part of the game since shortly after launch, just like the default FOV. It's sort of the nature of the beast at this point.

    I know that they can't do anything about it but give solo some form of communication options to elevate them to swf level to buff killer accordingly.

    But just like you said other games are not asymmetrical.

    And lastly it was more meant as an advice to not give people this point as leverage to start the us vs them or rather the killer vs swf argument.

  • @Almo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2177979#Comment_2177979

    I'll just point out that higher FOV gives me motion sickness. Some people get sick at higher FOV, some at lower. Higher FOV is clearly a gameplay advantage, so this remains a difficult issue.

    You can definitely feel sick with pretty high values but at the same time, it's undeniable that 87 degrees is pretty low FOV.

    I would argue that higher FOV is more of an accessibility thing than a big gameplay advantage, and if we're talking about advantages, i can bring up the potential of voice comms for survivors. The low FOV makes many killer's powers harder to use than they actually are.

    I get that DBD is a unique game, but i don't think that being forced to run a perk like Shadowborn just so people can play killer without feeling sick is very good and fun design.

  • My point is that my console jaunt included using Shadowborn and basically playing a slideshow.

  • FOV would be nice, but I get why it's not an option, gameplay wise. The question is then why is strechted rez allowed, when it breaks a ######### ton of loops, by allowing survivors to see over things they otherwise wouldn't?

  • @Almo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2177979#Comment_2177979

    I'll just point out that higher FOV gives me motion sickness. Some people get sick at higher FOV, some at lower. Higher FOV is clearly a gameplay advantage, so this remains a difficult issue.

    I agree, it's clearly a gameplay advantage. Also something should be done against stretched res survivors and killers, even some Fogs use it and teach people how to do it.

    At least to protect those people from motion sickness.

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/2180188#Comment_2180188

    My point is that my console jaunt included using Shadowborn and basically playing a slideshow.

    Performance drops have not ever been related to higher FOV in all of my time playing with and without increased FOV. Even if this was the case, it can still be optional, via slider.

  • The original point of the thread was that some people get headaches and feel sick from low FOV, which I wasn't aware of before, and it sucks. I hope someone comes up with a solution.

    On a completely different note, it also drives me nuts that people can "hide" from the killer by crouching right in front of them. If you could just, like, see what's directly in front of you, that would be a huge improvement to me.

  • Reduce motion sickness for some players but make ######### jukes nobody with a brain falls for slightly harder 🤔

  • I used to suffer the same problems with DBD Fov, I couldn't play more than 2-3 games in a row without Headaches or feeling the same than being on a boat sailing.

    So, as a console player, I can't stretch my res, I have to play killer with 3 perks. Shadowborn 24/7 like Umbra.

    It is pathetic, and limits my builds, but is the only way to play without vomit after 2 games.

  • the fact that survivors can bamboozle killers simply by just running around them in extremely tight circles is actually so immersion breaking.

    i hate doing it, i hate when it's done to me. it's just really ugly and stupid and it's clownery.

    who cares if it's harder to tuck yourself into a little nook and avoid the killer? add bushes to the little corner spots to balance it if you absolutely can't survive without squeezing yourself into a tight little corner at every opportunity, just get rid of the circus act and frankly ridiculous mechanic where the closer you get to a killer the harder you are to hit.

  • Either everybody should have the option to change things for getting an advantage in a multiplayer game, or nobody. Now think about crossplay. We don't even have graphic options on console. Or brightness setttings, like in any other game. How fair is that when you go against players using "low" settings, increased brightness and/or higher fps, which is very common in high level. If you say: "Dude, just deactivate crossplay", you didn't got the point.

  • @Almo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2177979#Comment_2177979

    I'll just point out that higher FOV gives me motion sickness. Some people get sick at higher FOV, some at lower. Higher FOV is clearly a gameplay advantage, so this remains a difficult issue.

    Then add a slider and play at a lower FOV while people who get sick from the low FOV play on a higher FOV?


    It's not a complicated problem, it literally takes a small bit of common sense to figure out how to fix the issue. It's an adjustable setting. Can't wait to hear to talk about how you get sick of people badgering on and on about it again tho :')

  • @Peppa_Pigsaw said:

    https://forum.deadbydaylight.com/en/discussion/comment/2180460#Comment_2180460

    Then add a slider and play at a lower FOV while people who get sick from the low FOV play on a higher FOV?

    It's not a complicated problem, it literally takes a small bit of common sense to figure out how to fix the issue. It's an adjustable setting. Can't wait to hear to talk about how you get sick of people badgering on and on about it again tho :')

    I don't think that was the issue he has about FOV. He's more concerned about the advantages of a higher FOV which cannot be measured in any way, shape or form, and the advantage it would provide would be so insignificant it's not even worth mentioning. All that's stopping them is if they think it's a good investment of their time to approve and implement something like this into the game. And FOV sliders don't bring in new players.

  • @ALostPuppy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2181869#Comment_2181869

    I don't think that was the issue he has about FOV. He's more concerned about the advantages of a higher FOV which cannot be measured in any way, shape or form, and the advantage it would provide would be so insignificant it's not even worth mentioning. All that's stopping them is if they think it's a good investment of their time to approve and implement something like this into the game. And FOV sliders don't bring in new players.

    Adding a FOV slider or changing the default one would take zero effort.

    The function is already in the game, they just locked it behind perks as they love to do with a lot of things in this game.

    Perks as band aid fixes.

  • I unlocked shadowborn so I can have it on Nurse (can't say it helps me too much, but I LOVE going max blink range with that huge FOV). After 50+ levels past level 50 I still have to find it. I have a lot of Kenneth's and Heavy Pantings saved for the grand moment.

    I vote for an FOV slider.

  • Those that want a slider simply want a wider FoV. A wider FoV would give an advantage to the killer. Anyone who played old Shadowborn knows this.

    You want a slider? Sure. The current FoV will be 100% and you are free to make it smaller.

  • @Mr_K said:

    Those that want a slider simply want a wider FoV. A wider FoV would give an advantage to the killer. Anyone who played old Shadowborn knows this.

    You want a slider? Sure. The current FoV will be 100% and you are free to make it smaller.

    ...no #########? It'd be barely an advantage, and it wouldn't even be one that you could measure. The game would play exactly the same way, nothing would change (except allow me and others to play killer for longer than 30 minutes before we couldn't stand looking at it anymore). I still don't know why people are so aggressively against a change that would be nothing but a positive QoL improvement for the game.

  • @Almo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2177979#Comment_2177979

    I'll just point out that higher FOV gives me motion sickness. Some people get sick at higher FOV, some at lower. Higher FOV is clearly a gameplay advantage, so this remains a difficult issue.

    This is a good point, but the original post asked specifically for a slider, not a set increase, which should allow everyone to pick an FOV that is comfortable for them.

  • @bowo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2180460#Comment_2180460

    This is a good point, but the original post asked specifically for a slider, not a set increase, which should allow everyone to pick an FOV that is comfortable for them.

    They want it larger.

  • Just to be clear, I'm talking about the post itself, not any comments. The title is "There's Still No FOV Slider, For Some Reason...", so I'm not sure where you got that. Sorry for any confusion.

  • @Peppa_Pigsaw said:

    https://forum.deadbydaylight.com/en/discussion/comment/2180460#Comment_2180460

    Then add a slider and play at a lower FOV while people who get sick from the low FOV play on a higher FOV?

    It's not a complicated problem, it literally takes a small bit of common sense to figure out how to fix the issue. It's an adjustable setting. Can't wait to hear to talk about how you get sick of people badgering on and on about it again tho :')

    Read between the lines.

    Gameplay advantage. If it didn't make killer competitively better then it wouldn't be an issue. You would get that slider. This isn't a single player game.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2182898#Comment_2182898

    "Well, can you see your feet while standing up and staring straight ahead?"

    Except that survivors are usually 4~5ft tall, not 1.

    "These spins, jukes, and techs add lots of depth to survivor gameplay."

    No, they don't. Again, these only work because the default FOV is badly designed. Making killers not see what they are supposed to see isn't "adding depth".

    Your whole analogy was really forceful and honestly painful to read. It barely relates to the topic. If a slightly higher FOV was that impactful as you described everybody under the sun would stretch their screens or use Shadowborn.

    Higher FOVs barely affect performance btw. A 70° FOV set to 100° will drop performance by 2~3 FPS. And again, we are talking about a slider here. If a higher FOV impacts that much the performance, you can always set it to the original value.

    4-5' tall. You sure?

    What the survivors lose for increasing killer fov base kit would risk the return business of many survivors surely. Not a risk they'd likely take.

    Everything he said was correct. You clearly don't play survivor. Well.

    Change in performance is correct but isn't relevent to the balance of killer FOV.

  • If they increased the max FOV to what current Shadownborn is I wouldn’t see an issue with it. I don’t see what “unfair advantages” it would give anyone especially if it is capped at what the current Shadowborn FOV is.

    I usually use Shadowborn because the higher FOV is very nice to play on. More of a comfort thing.

    If you can stretch your resolution, I see no issues with having an FOV slider.

  • Obviously I personally want it to be larger but I’m not ignorant enough to assume the same for everyone. Shadowborn alleviates my eye strain and motion sickness while playing killer, personally, and I know quite a few people with the same issue. However, others are fine, or experience the opposite.

    Which is why FOV should be a slider, current/slightly lower FOV at 0% and current Shadowborn at 100%. I’m not asking for double Shadowborn FOV, I’m asking for something that’s already in the game.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2182674#Comment_2182674

    ...because it would have balance and gameplay effects. You're just trying to minimize them because you care more about having a wider FOV. I would rather a small minority of unlucky people have to run a perk, or sit farther from the screen, or reduce their graphics settings, or play more survivor, than to lower the skill ceiling for all survivors and further shaft players on last-gen consoles and low-end PCs with performance issues.

    Can people stop adding this “large FOV lowers performance” argument that just simply does not exist on consoles? I’ve been running Shadowborn for years and it has not affected performance at all for me, or it’s been extremely negligible and unnoticeable. And once again, this is why I asked for a slider OPTION, and not a forced increase for everyone.

    It still does not take skill to abuse the killer’s small FOV and “”””””aim dressing”””””” if you know how it works and the difference between how survivors would play now vs how they’d play if killers had a slightly larger FOV is extremely small.

    People could make the opposite argument for your side. You’re trying to maximize the balance implications because you don’t want the FOV to change.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2182700#Comment_2182700

    Well, can you see your feet while standing up and staring straight ahead? I sure can't, and humans have a wider FOV than killers in DBD. Now imagine the same, except you're even taller to be in line with a tall killer in DBD. If there were a low obstacle right in front of me I would either see it straight ahead while approaching, see it while looking down, or perceive it by bumping into it. The low FOV does make this harder, but this is more of a problem with the first-person perspective than the low FOV.

    Still, the core issue with the low FOV is motion sickness, not visibility, since OP and others are attempting to position this as a purely accessibility / QoL feature. If you remove the accessibility argument there's not much left.

    These spins, jukes, and techs add lots of depth to survivor gameplay. 110 degrees base would eviscerate them and I don't see any clear way of raising that skill ceiling again. The second trying these techniques hurts more often than it help players will stop doing them. From that point on it's just your average looping and holding W. Nothing wrong with that, but it's very bland in comparison without jukes to spice things up. These are also some of the most fun and satisfying parts of survivor gameplay, utility aside.

    Then there are animations like breaking pallets and Nurse's fatigue that were clearly designed to give survivors a couple of seconds to break line of sight that would no longer serve that purpose. The need for other balance changes (at a minimum M&A and Shadowborn changes, but possible also changes to balance out the buff this would be to killer) is another piece to consider, as are the performance considerations for people on last-gen consoles or low-end PCs.

    ---

    Asking for a FOV slider in DBD to help with motion sickness feels akin to asking your local gym to lower their basketball hoops to 6' because you were born with dwarfism, are five years old, etc. and are having trouble reaching the basket. Like, yes, this would be amazing for exceptionally short or weak people, and everyone else would still be capable of playing on a short hoop, but doing so would make the game less fun for almost everyone else. There would be some work effort involved with the change too, and there would definitely be some balance implications. Tall players would suddenly be less useful compared to shorter, more agile ones, for example.

    It seems like a better workaround for the people who want a lower hoop to increase their fitness so they can shoot on a higher hoop, or for the gym to provide a lighter ball for them to use, or even for them to spend more time playing other sports than to make the game less fun for most other players.

    Analogies are always imperfect and not the most helpful, but this is how I feel about increasing FOV. It's not just a harmless QoL change because it has real balance and gameplay implications. At the end of the day adding an FOV slider would impact basically everyone who isn't isn't new to the game for the benefit of a small minority of unlucky players.

    And, even then, Almo makes a good point that some players also do get motion sickness at high FOV, meaning they'd have to set a lower FOV in order to comfortably play and therefore be at a competitive disadavantage. This isn't really a different situation than the players now who have to choose between Shadowborn and motion sickness. The only real difference is that you need to bank up some BPs to unlock Shadowborn while an FOV slider is available to everyone right away.

    This is not representative of survivors’ and killers’ heights. Survivors heads are right below the necks of tall killers, not at their feet. Normal people should actually be able to see all the way down to their legs without turning their heads.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2182955#Comment_2182955

    While crouching? Versus like a 7 ft tall killer?

    Feigning a vault and spinning a killer, or faking like you're running left and doubling back right while the killer is in the pallet breaking animation, or clipping past a Legion as they vault a window are some of the most satisfying plays you can pull off as a survivor. I'm sorry if you don't have fun in the same way as I do.

    Killers see exactly what they are supposed to see and nothing more. It is not "bad design"; the game is built around low killer FOV.

    Raising FOV does not need to be as strong as a meta perk in order to be impactful. Asking for an FOV slider typically implies a high upper bound for FOV too, as in, quite a bit beyond even what Shadowborn gives you. I still think a 15 degree boost would be enough to hurt survivor gameplay.

    It varies by the game, but I think that's a fair estimate of the FPS hit from increasing FOV. That's no big deal for people already running the game at 60 FPS with some overhead. That is a problem for people who are already only running the game at like 15-20 FPS, though.

    Again, assuming an argument that just isn’t there. I stated multiple times throughout the thread that max FOV should just be current Shadowborn.

  • Well, the answer is pretty simple. The devs wanted to lock the FoV so they could reign in the skill difference between absolute sweatlords playing at 100 million FoV to casual players with the standard 90-ish degrees. Visibility and situational awareness is meant to be a survivor's main strength, which is why they have third person PoVs and killers have first person PoVs. It's difficult to balance elements of maps when the FoV can vary so widely.

    Even incremental changes are still affected by these issues. Shadowborne makes me *insert vomit noise,* but nobody can deny that it's a boon.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2183459#Comment_2183459

    It's just a fact. You have more to render. It usually won't cost you more than a couple of frames but last-gen consoles also don't have any frames to spare. A slider option puts people who don't max the slider at a disadvantage. That could be for performance reasons or, yes, for motion sickness reasons. In most games with an FOV slider I (and Almo, apparently) cannot play at the widest setting without feeling sick, so now we're right back in the same situation of having to choose between motion sickness and an in-game disadvantage.

    If the killer is having issues with aim dressing they are swinging at the wrong time. It's not hard to avoid. Just don't swing at people the second they turn a corner and make sure to put the unhooking survivor between you and the hooked survivor before you swing.

    If it doesn't take skill to pull off FOV-dependent techs, by all means send me your best clips. Players with 1000s of hours often still have a lot more to learn. I definitely do.

    I'm trying to have the balance not change by keeping the FOV the same. It's not like we're building the game and trying to decide between option A and option B. Option A already exists and the game has been designed around it. There are no balance implications to leaving the game the way it is.

    Again, playing on a last gen console, this is an unnoticeable difference and a non argument unless you are playing on a potato computer that can barely run the game in general, in which case the option is still available.

    This “disadvantage” is so unbelievably minimal that it is already measurably small by Shadowborn existing. If a killer is already doing well without Shadowborn, and they are doing just as well without it, we can already tell that Shadowborn is not a noticeable advantage. The advantage that Shadowborn gives a player, especially a good player, is negligible.

    The only way spins and such work on good killers is when the “aim dressing” yanks the camera away from where they were going to swing and hit the survivor and causing them to miss. It’s not because survivors just moved out of the way fast enough in most scenarios. Spins that don’t force “aim dressing” only work on killers that just can’t really aim in general and swing at everything.

    The benefits of having an FOV slider far outweight the downsides.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2183469#Comment_2183469

    The person I was replying to was asking for 110 degrees. I've heard many people asking for 120 and beyond. You are not the only person asking for FOV increases.

    They said 100. If killer FOV is 87, then Shadowborn only makes it 102.

  • @thefallenloser said:

    https://forum.deadbydaylight.com/en/discussion/comment/2183503#Comment_2183503

    Again, playing on a last gen console, this is an unnoticeable difference and a non argument unless you are playing on a potato computer that can barely run the game in general, in which case the option is still available.

    This “disadvantage” is so unbelievably minimal that it is already measurably small by Shadowborn existing. If a killer is already doing well without Shadowborn, and they are doing just as well without it, we can already tell that Shadowborn is not a noticeable advantage. The advantage that Shadowborn gives a player, especially a good player, is negligible.

    The only way spins and such work on good killers is when the “aim dressing” yanks the camera away from where they were going to swing and hit the survivor and causing them to miss. It’s not because survivors just moved out of the way fast enough in most scenarios. Spins that don’t force “aim dressing” only work on killers that just can’t really aim in general and swing at everything.

    The benefits of having an FOV slider far outweight the downsides.

    Exactly, I guarantee no one will lose a game based on the killer's FOV.

    And an FOV slider could even allow survivors to change their FOV (within reason)

  • @Almo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2177979#Comment_2177979

    I'll just point out that higher FOV gives me motion sickness. Some people get sick at higher FOV, some at lower. Higher FOV is clearly a gameplay advantage, so this remains a difficult issue.

    You guys ever think of adding a vignette option for your type of motion sickness, like in VR games? It could have options to use when moving over a certain speed, so things like demos shred, nurses blink and victors pounce are the only times it happens, since higher speeds tend to be a big factor for motion sickness

  • It's completely hilarious hearing both side fight each other on this, it's been 5 years people let it go alright. It's BY DESIGN, same reason we can't turn off in game music, we can't play with the brightness setting in game etc. The game was balanced around that , they won't change it even if you beg for it, they will change it if they don't feel it represent the vision they have for the game, I highly doubt they will change it at the point.


    What is worth talking about is why do they still allow Stretched res? Same with Nvidia filters, why is this a thing? That's really my big question, if we want things to be somewhat fair, these 2 things should not be possible.

    For FOV sorry bug I think your dog is dead, you can put it in the ground.

  • @UseTheValve said:

    It's completely hilarious hearing both side fight each other on this, it's been 5 years people let it go alright. It's BY DESIGN, same reason we can't turn off in game music, we can't play with the brightness setting in game etc. The game was balanced around that , they won't change it even if you beg for it, they will change it if they don't feel it represent the vision they have for the game, I highly doubt they will change it at the point.

    What is worth talking about is why do they still allow Stretched res? Same with Nvidia filters, why is this a thing? That's really my big question, if we want things to be somewhat fair, these 2 things should not be possible.

    For FOV sorry bug I think your dog is dead, you can put it in the ground.

    Except FOV increase already exists as a perk and the other settings do not. This is a bad point.

  • you are my hero OP

  • @thefallenloser said:

    https://forum.deadbydaylight.com/en/discussion/comment/2183571#Comment_2183571

    Except FOV increase already exists as a perk and the other settings do not. This is a bad point.

    Are you for real? That's exactly why it's a design choice, because there's a perk for it, hence why you won't get a FOV slider. I swear talking here sometime smh. They use increased FOV as perk mechanic, that prove my whole point. Goddamn people learn to read

  • @UseTheValve said:

    https://forum.deadbydaylight.com/en/discussion/comment/2183672#Comment_2183672

    Are you for real? That's exactly why it's a design choice, because there's a perk for it, hence why you won't get a FOV slider. I swear talking here sometime smh. They use increased FOV as perk mechanic, that prove my whole point. Goddamn people learn to read

    That literally makes no sense and that is embarrassing that you tried to make that point. They did not build this entire game with the idea that FOV would be a perk. Trying to make the argument that the FOV is small because a perk exists for it is saying that Shadowborn as a perk existed before they intentionally made a small FOV as a "design choice." That is actually what you are saying, and it is an awful point.

  • higher FOV = bad


    SURVIVORS ALL USING DEAD HEAD with 3rd person cam, ds etc = good perfectly fine.


    dbd devs

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