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FoV rebalancing #344
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some diagrams/drawings to illustrate your proposed solution would be appreciated |
I hope these are enough, sorry for the low quality. |
ok, that's pretty much what I thought it was |
Once we have a fixed 'block that cannot be seen outside of', we should make the server only send entities within that block to the client. |
Is your feature request related to a problem? Please describe.
It is generally not a nice feeling to get shot at by an enemy outside of your FoV. This can happen if they have a scope greater than yours, but as someone who plays on a widescreen monitor (of course, horizontally oriented) in fullscreen mode, more often than not, that enemy is below me, and can see me because my window is too 'flat', even with the same 'scope level'.
The game currently calculates the scale of the "actual game window" as follows:
(https://github.com/HasangerGames/suroi/blob/master/client/src/scripts/rendering/camera.ts#L51)
(note that a lower
scale
is generally better, since you can see more.)We can see the two cases here:
Note that this prioritizes people who play on an aspect ratio close to 16:9 (in either orientation), as well as allowing people who play in 'vertical mode' (something that few, if any, people have ever thought of doing) to see things that other players cannot.
As some players can also theorhetically switch between the two easily, e.g. via a hotkey that resizes the browser window, this makes the game unfair for those who cannot, e.g. due to operating system limitations.
Describe the solution you'd like
Tweak scaling as follows:
Describe alternatives you've considered
Additional context
The graph of 'visible world height' (green) and 'visible world width' (blue) at aspect ratio [x value]:1.
Note that a value of '1' means the maximum length any side of the screen can ever reach (in-world).
The graphs start at 1:1 (square screen), and the 'corner' is at 16:9 (or 9:16)
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