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 Post subject: Re: Metro: Last Light
PostPosted: 18 May 2013, 06:00 
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Joined: 01 Sep 2010, 11:38
Posts: 516
Amon Amarth wrote:
Toothless Spoon wrote:
Deep Silver have released the previously promised FOV fix for Metro: Last Light. A custom config tweak will now let you increase the game's field of view from its default setting of 50 vertical degrees. The developers had warned that changing the FOV could "trigger a number of issues," but isn't post-apocalyptic survival all about cobbling together barely functional tools and resources? At the very least, this crude workaround seems in keeping with the setting.

To change the FOV, find the "user.cfg" file in:

%LOCALAPPDATA%\4A Games\Metro LL\

Locate the line: "r_base_fov X", changing X to your desired value. Just remember, the attribute is the less common vertical FOV. This FOV Calculator will help you out should you need to covert.

The update also brings good news for AMD owners: "A patch has been released on Steam to fix issues with AMD hardware, and improve performance for these cards," writes Deep Silver's community manager on the Steam Forums. "It also fixes a shadow visual corruption bug on AMD 7xxx cards, and fixes an issue with the game starting only in 3:1 resolution on some TVs."


So I'm just about finishing up my Metro 2033 run though...soon as I'm finished going to get Last Light. But my question is: Does the FoV fix function the same as it did in 2033? THey dev's warned about "issues" upon setting higher FoV. Have you encountered any thus far with that higher FoV?


Mate I set it to 75 and it seems to work perfectly, I haven't seen any anomalies yet.

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 Post subject: Re: Metro: Last Light
PostPosted: 26 May 2013, 14:11 
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Joined: 08 May 2011, 18:58
Posts: 2286
Hei Guys, i need some testers :)

Vertical Mouse Fix:
Simple AutoIt script that scales vertical mouse movement by 3

Spoiler:
$faktor=3
While 1
$pos = MouseGetPos()
Sleep(10)
$pos2 = MouseGetPos()
If $pos2[1] < $pos[1] Then
MouseMove($pos2[0],($pos2[1]+(($pos2[1]-$pos[1])*$faktor)), 0)
;~ ConsoleWrite("U: "&$pos2[1]+(($pos2[1]-$pos[1]))&" - "&($pos2[1]+(($pos2[1]-$pos[1])*$faktor))&@CRLF)
ElseIf $pos2[1] > $pos[1] Then
MouseMove($pos2[0],($pos2[1]-(($pos[1]-$pos2[1])*$faktor)), 0)
;~ ConsoleWrite("D: "&$pos2[1]+(($pos2[1]-$pos[1]))&" - "&($pos2[1]+(($pos2[1]-$pos[1])*$faktor))&@CRLF)
EndIf
WEnd


Here is a executable
Attachment:
MouseMoveMetro.zip [279.2 KiB]
Downloaded 960 times

Just unzip, start the .exe and your mouse should move more agile up and down.



If someone could try if that works with Metro LL and how smooth it is, that be great :)

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 Post subject: Re: Metro: Last Light
PostPosted: 27 May 2013, 03:36 
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Joined: 19 Sep 2006, 16:25
Posts: 1055
Location: Ruckersville, Virginia
This means that overall mouse sensitivity should be lowered because the vertical sensitivity is being raised to match the ultra sensitivity on the horizontal axis right?

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 Post subject: Re: Metro: Last Light
PostPosted: 27 May 2013, 12:17 
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Yes, as you can see in the Script i'll take the mouse movement of the last 10ms, mutiply that by factor 3 and add it to the current position. (so actuall it's 4x the normal way^^) Because of that i cant decrease the movement. only increase. Else it would result in stutter.

I'm not even sure it is fluent right now.... maybe this 10ms are to long and make the game unplayeable. But thinking that a refresh cycle in 60hz takes 16ms it might work out without increasing input lag!

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 Post subject: Re: Metro: Last Light
PostPosted: 27 May 2013, 12:27 
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Joined: 01 Sep 2010, 11:38
Posts: 516
Haldi wrote:
Hei Guys, i need some testers :)

Vertical Mouse Fix:
Simple AutoIt script that scales vertical mouse movement by 3

Spoiler:
$faktor=3
While 1
$pos = MouseGetPos()
Sleep(10)
$pos2 = MouseGetPos()
If $pos2[1] < $pos[1] Then
MouseMove($pos2[0],($pos2[1]+(($pos2[1]-$pos[1])*$faktor)), 0)
;~ ConsoleWrite("U: "&$pos2[1]+(($pos2[1]-$pos[1]))&" - "&($pos2[1]+(($pos2[1]-$pos[1])*$faktor))&@CRLF)
ElseIf $pos2[1] > $pos[1] Then
MouseMove($pos2[0],($pos2[1]-(($pos[1]-$pos2[1])*$faktor)), 0)
;~ ConsoleWrite("D: "&$pos2[1]+(($pos2[1]-$pos[1]))&" - "&($pos2[1]+(($pos2[1]-$pos[1])*$faktor))&@CRLF)
EndIf
WEnd


Here is a executable
Attachment:
MouseMoveMetro.zip

Just unzip, start the .exe and your mouse should move more agile up and down.



If someone could try if that works with Metro LL and how smooth it is, that be great :)


Mate I tested it and it's too sensitive. I can't play it enabled unfortunately.

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 Post subject: Re: Metro: Last Light
PostPosted: 27 May 2013, 16:47 
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Joined: 08 May 2011, 18:58
Posts: 2286
as Mobster said you have to reduce the mouse sensitivity ingame in the settings. (or even in Windows if the Game is still to agile horizontal)

Here try out these.

1.5x 2x and 3x (original file as posted before)


Attachments:
MouseMoveMetrox3.zip [279.2 KiB]
Downloaded 361 times
MouseMoveMetrox2.zip [279.19 KiB]
Downloaded 340 times
MouseMoveMetrox1.5.zip [279.2 KiB]
Downloaded 528 times

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 Post subject: Re: Metro: Last Light
PostPosted: 27 May 2013, 16:57 
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Joined: 26 Oct 2012, 12:07
Posts: 35
Since both Metro games suffer from the same problems at multi-monitor resolutions (i.e. the incorrect x-y mouse sensitivity correlation), makes me wonder how they didn't notice this problem because they obviously put some work into ensuring a centred HUD at such resolutions...


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 Post subject: Re: Metro: Last Light
PostPosted: 14 Jun 2013, 19:50 
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Joined: 08 May 2011, 18:58
Posts: 2286
no idea about their engine/editor. but maybe they just tested it in the engine and not live? or it is to much of a hassle to create seperate x /y sensitivity.

P.S anyone tried out the mouseFix? playable one of this 3?

Edit: Created a version with no delay! this will result in HUGE cpu drain on one core/thread but might help to smoothe the movement!
Attachment:
MouseMoveMetrox2-nodelay.zip [279.2 KiB]
Downloaded 566 times

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