September 17, 20196 yr Hello, I've been messing around Apex Calculator and I was checking if FOV is actually calculated correctly with cl_fovScale in-game. Here is what I found. Before we start I would like to say that I've checked it on every resolution no matter what the result is the same. That error gets to HIPFIRE ONLY, but let's get started. Recently, I found that cl_fovScale doesn't 100% correctly calculate FOV to game, ex. cl_fovScale 1.25 = 87.5 in FOV Slider, but it doesn't go to 87.5, it has to be natural number so it has to round the number to NATURAL, correctly with the math it will be 88 and then it scales to ur ACTUAL hFov. So let me show you that in that range: cl_fovScale 1.250000-1.264285 means in FOV Slider: 87.5-88.49 and that stands FOR: 88 base FOV. As I don't know how to explain it, I did video. Tried my best, feel free to ask about that.
September 17, 20196 yr Wizard You are right about this, and it's damn annoying! Introducing rounding into the FOV calculations might have some unforeseen consequences, that's why it's not correctly reflecting this currently. The easiest way to get around it is to set the FOV Type to Hdeg 4:3 and use a whole number, then check the output for actual and config FOV. Join the community on Discord!
September 17, 20196 yr Author Well, it is annoying because it only affects hipfire, chaning on scope to exact number surprisingly works at the most effecient way.
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