It's 2022, and FoV Settings Are Still So Limited

My name’s Silver. I’ve owned Overwatch since the very first day of its release, having played the open beta and pre-ordered Origin Edition and all. I was part of the initial crowd from back in the day when people were calling Overwatch a “TF2 killer”. While I took a hiatus from the game years ago (Hammond was the newest character before I reinstalled the game last weekend) I have otherwise played a very great deal of Overwatch, put a large amount of time into it I’d like to think, but something that’s always bugged me about it was the lack of customization in certain parts of the game, compared to similar live-service, (sometimes) class-based shooters. Specifically, in this case, Overwatch’s stingyness with how much of the screen you’re allowed to see.

Overwatch’s narrow maximum FoV is the reason why I quit for years, after so long of trying to put up with it and finally just not being able to. Time after time after time of being so frustrated by my inability to track a moving target or properly judge distances, only being able to see a tiny sliver of what’s actually in front of me. It’s nauseating, it’s horribly straining on the eyes, and it’s borderline motion-sickness inducing. The entire game picture feels like a flat moving image; it feels like I lack depth perception entirely, and like I’m looking through a rifle scope at all times. It’s horrible, and only becomes worse when one brings up all the inevitable comparisons to other games that lack this problem, which, of course, includes almost any game one could call a competitor to Overwatch, and then becomes even worse when you remember that you can’t modify Overwatch freely through external means, meaning that fixing this limitation is entirely in the hands of the developers.

I know I’m not the only one who’s had this problem. Google search after Google search has shown me several times that this has been going on since at least 2019, on these very forums and beyond. Just the first five examples on Google - here, here, here, here and here - should give one a good idea of how sorely-desired an improved field of vision is for Overwatch, even if demand may have gone down over time due to complacency and other time-related factors. It was bad back when I played the game on a 1920x1080 monitor, and is even worse on a 2560x1080 widescreen one; I have played games at 90 FoV that have better visibility than what Overwatch calls 103, and according to Reddit, it seems to be because the game does not scale horizontal FoV relative to vertical FoV to the degree other games do (and Overwatch ought to).

Time and time again I have witnessed a phenomenon otherwise unheard-of, in Overwatch players genuinely arguing against this very basic feature that has been an important part of first-person action games since some of the very first ones ever made. So many times have I seen old topics where people request this, only for others to act as if allowing others to use a higher FoV would be the absolute end of the world, and it shocks me. The very basic ability to have proper depth perception and peripheral vision relative to the size of one’s screen being a point of contention is something I have never once seen outside of the Overwatch community, even for games that have to be fiddled with in unconventional ways or even hacked outright to customize the FoV of properly, like Skyrim, or No Man’s Sky. Even the developers themselves have expressed disinterest in fixing this problem, with Jeff Kaplan having said himself some years ago in a (now-seemingly-gone) post on the forums that there were no plans to increase the FoV at the time, and even acknowledging that those with 21:9 monitors would just have to suffer for it (despite this issue also affecting 16:10 and 16:9 resolutions, just slightly less).

As someone who’s grew up with ADD, games that let me customize what I see on the screen have always been a boon, since they let me compensate for how easy it is for me to lose track of any one moving object on the screen; games like Warframe that let you change the individual colors of tons of UI elements, for instance, or games like Doom Eternal or TF2 letting you change the size and position (and in the former’s case, even the angle) of the weapon viewmodels, so they’re out of the way but still don’t look weird. I have always thought of these options not as competitive advantages, but as mere matters of preference and accessibility. Thus, as much as I try to play Overwatch, and as much potential fun is contained in this game for me, I can barely ever do my best, rarely ever bringing my A-game, because I feel like I always have a handicap placed upon me that can never be removed, and I’m confident I’m not alone.

So on the off-chance this topic doesn’t get buried within a day and isn’t completely ignored, I ask of Overwatch’s development team that they please, finally, expand on the Field of View option for the sake of all the Overwatch players who are negatively impacted by its limited degree of adjustment. I apologize for the long-winded introduction and pleading tone throughout my writing, but I’ve witnessed so many people ask for this and fail and I really, really want to see if a difference can finally be made, if maybe I just catch the ear of the right person, or enough voices come together to agree and show there IS a need for this seemingly-innocuous “problem”. Whether it finally gets added to Overwatch 1 after years or is a new setting Overwatch 2 introduces - as I’m sure most of the team’s efforts are currently focused on that game before anything else - I would love to finally see this lingering problem receive closure, and, of course, to finally be able to play Overwatch as freely as I play other games in my active library similar to it like Team Fortress 2, Destiny 2, and so many more (a sentiment I thoroughly believe that, again, is not unique to me). Oh, and I apologize if this topic is in the wrong place or violates forum rules of any kind, as being an annoyance or a rulebreaker was certainly not my intention when I typed this up.

21 Likes

An amazing and great post.

Sadly Blizzard has so far refused to increase the FOV or even acknowledge the issue at all.

When I play other games, it makes me realize how crammed and naseuating the FOV in this game is. It honestly feels like a cheap console port that was meant to play from a distance on a couch.

8 Likes

I play from a distance on a couch and it’s still nauseating and crammed tbh. And on console, the FOV is even less than on PC, 80 on console to 103 on PC.

5 Likes

Yeah that would be like playing while trying to look through a straw.

Impressive you put up with that.

2 Likes

Thank you. I wanted my post to be long and descriptive on purpose so hopefully others are able to fully come to grasps with the topic, as other posts I’ve seen about it don’t say much and, thus, don’t come off as very persuasive.

For the record though, Blizzard has acknowledged it - I even cite two sources of them doing so in this very topic - though it seems they only did a handful of years ago and it overall seems to be low on their priorities.

Yes, the low field of view is an unpleasant feeling, but on top of that:

The players never experience the maps in full and the mood does not come through because they simply never see them in full because of the low FOV.

You cannot see most of the maps with the current max FOV in game. For example on King’s Row you never see the clock tower, the factory chimneys or the city while you are playing the game normally. So much wasted beautiful art. So much wasted good vibe.

If you look around on the maps in free mode above the current max field of view you will see so much that you cannot see and most likely never saw in a normal game.

With a little higher FOV the maps would look spectacular and the real mood would come through.

I think when they create the maps or make the decisions, they do not look at the map from where the players normally look from and they not look at the same parts where the players normally look while playing the game or they look at higher FOV images.

The beautiful maps are wasted because of the low FOV.

4 Likes

I never thought of this, but it’s an excellent point - that it’d be easier to soak in Overwatch’s beautiful environments if you could see more than just a little bit at once.

1 Like

Finally, someone with the right opinion.

2 Likes

I THINK Papa Jeff said something about the reason why they did NOT increase FOV was because of FAIRNESS.

I think this even goes to show that Refresh rate was something they wanted to discuss too. But I think they went with FOV limitations instead. for that said reason…

2 Likes

How is living closer to the server, having the highest end PC and monitor, and always having 5 friends available to play with (with the same highest end setup, and the same native language) with the exact same skill level more fair than the ability to set the FOV a little higher?

All competitive FPS have the ability to set a higher FOV, so all game developers purposefully make their game unfair?

Yes, unrealistic high FOV could be unfair, but I do not think that anyone is asking for that high.

2 Likes

This. It befuttled me so much that in Overwatch’s early days, people came out of the woodworks to say having FoV higher than the width of a needle’s eye would be an “unfair competitive advantage” and variants thereof. Despite there being many possible counterarguments against this, I never once saw anyone retort with them.

A higher FoV is not a strict upgrade over a low FoV, contrary to what others think. Low FoV keeps the screen zoomed in, letting you see what’s in front of you more clearly - even distant objects - at the cost of making it harder to track what’s around you, while a high FoV does the inverse, letting you better track movement all around you at the cost of defocusing what’s in front of you. The thing is, what’s “too low” and “too high” is not strictly objective, and instead up to player discretion; while there are obviously points where an FoV too low limits your view to a small, flat sliver in front of you, and an FoV too high turns the screen into a radial cone with nothing but streaks of color going across it, the whole point of games including the option to narrow or widen your FoV is to adjust it to the point where a player can both focus on what’s in front of them and notice what’s around them based on their preferences and needs. It isn’t some automatic minor advantage, but something on a similar plane to being able to rebind key inputs, or adjust brightness/gamma and contrast. The Overwatch team, in turn, surely does know this, as they did include the option to adjust it, but set its upper bounds at an unreasonably low limit - a limit that has been in place for far too long, cannot be safely modified via third-party means without risking punishment, and thus, people have to practically beg and grovel for at this point. It makes the setting feel more like an afterthought than anything, or maybe an overthought in this case, since a setting so basic is being limited due to fears it could damage the game flow itself.

The fact that the general average FoV for PC players is so “high” relative to what most games seem to default to (which is 60-80; Overwatch at “103” is between 62-73 from what I’ve read, so its minimum must be even lower) is not people looking to “gain an edge” or anything, and allowing people to set it higher will not break or even damage the game’s balance. There are far more things that deserve to be restricted that could do something like indirect weaken flankers, but making the game more accessible to people based on the quality of their vision and strength of their attention-span is not one of them.

2 Likes

This isn’t an issue for me but as long as it’s just an option that everyone can use I see no problem with it. Unlike the ultra wide monitors which would give you both the advantages of low fov and high fov. I also think we need more ui customization but blizzard seems adamant that we can’t do that.

2 Likes

Pretty much everyone that brings this up has an ultra wide monitor and is lobbying for a competitive advantage. They just are not honest enough to say it out loud.

2 Likes

But, literally everyone can max out their FoV to 120 if it was available… thats the definition of fair.
The only reasonable complaint AFAIK is that it looks weird, and people with motion sickness actually have better experience with high FoV

5 Likes

Really just goes to show why you don’t stick someone who’s only qualified in Creative Writing into a Lead Game Designer role, doesn’t it.

It’s nothing to do with fairness, it’s all about inhibiting the players less. Your performance gets much closer to your actual skill and intention with higher FoVs, lower latencies, better visual clarity, etc. It’s all about maximising player control, but, here’s Jeff, taking a surface-level look and seeing ‘BuT HiGh FoVs MaKe PeOpLe PlAy BeTtEr’ and banning it.

The whole point of a competitive game is to test the player as much as possible. Not to put-up arbitrary hurdles that only muddy the data. This toxic, lazy and unqualified mindset riddles Overwatch. It crippled it from the start.

2 Likes

I’m not trying to be rude here to anyone and I am just reiterating what they said in previous posts. I am only reciting what I remember from years back here on the forums when players asked questions about various game rules and why they constrain us on certain settings.

  • Was Vizor GG allowed.
  • Was score tracking add-ons allowed.
  • Was VPN’ing allowed.
  • Was altering game files or game settings to see a larger FOV against rules?
  • KBM users on Console.

:slight_smile:

1 Like

I was on this side of the argument until I started playing Lost Ark.

Getting hit offscreen is super frustrating and in that game there are NO one shots. I fully understand why they are really against supporting ultrawides and high fov values but that said 103 might still be too low.

1 Like

The character and bullet hitboxes are very small in Overwatch compared to other FPS games. So much so that you almost have to aim for the right pixel to score a headshot with a long range hero. With a higher FOV your aim would have to literally be pixel perfect or sub pixel perfect.

So I think even many pro players would stay on the current max or just slightly higher if the max limit was raised.

We can see from the database of prosettings net that 1% of the pro players are already using the advantage of the low OWFOV of 90 and 99% use 103. It is not a healthy spread. It is clear only looking at this, that a higher max limit is needed.

Please OW developers, if you really want to make the best game you can, you make this easy fix and the player base will rejoice.

3 Likes

A higher field of view would:

  • Give high percentage of the players the choice they are craving for
  • Make high percentage of the players happy
  • Make the game more comfortable to play, by eliminating the motion sickness caused by the low FOV
  • Be the easiest and most impactful fix of all the problems of Overwatch
  • Make the maps look spectacular by making players see the mostly hidden parts of the maps during normal gameplay (like for example the clock tower, factory chimneys and the city on King’s Row) and the mood of the maps would come through
  • Make the visuals look better
  • Make the game feel faster
  • Make the game feel more exciting and better
  • Make the game much more enjoyable
  • Make one of the main points of the OW2 change list, and a main reason for a lot of people to buy the game
  • Make a huge amount of free press and advertisement for the game
  • Make more players play Overwatch

Please don’t make this a 21:9 support thread, because it is not that. We are NOT asking for non-standard aspect ratio or resolution support. We are asking for industry standard FOV options.

My only explanation is that the decision makers are not from the game’s target demographic.

3 Likes

I give you my word that this is incorrect.

  • I had this problem in the past when I only had a 1920x1080 monitor instead of my current 2560x1080 one - it’s just more easily visible (and thus more of a problem) with the latter. Presumably, the game is attempting to maintain the same capped screen width, but at the expense of some of the top and bottom of the FoV cone/image in front of me, which makes the claustrophobic default-max FoV seem even more cramped than it already is.
  • In video games, 21:9 monitors do not make anywhere near the practical difference people both with and without them seem to think they do compared to a 16:9 one. Seeing just a few inches more to the left or right does not make you harder to sneak up on, nor does it let you do anything gamebreaking like peek around a corner from behind a corner (or at least, 2560 pixels wide doesn’t let you).
  • In my case, at least, I wasn’t even given a choice to upgrade from my old monitor to my current - the old one was broken in an accident and the one who did it got me a new, better, wider monitor out of the blue as an apology. I did not buy it as an “upgrade” or aiming to get “a competitive advantage”, I was gifted it by someone who didn’t have a tight enough grip on a stainless-steel thermos when they walked into my room. Thus I’m not going to just stop using it to play one game because the developers had a bad, if well-intentioned, fear related to them.

I’m genuinely sorry you think this. I know there are plenty of obnoxious and entitled “gamers” out there who act elitist and snobbish because they have what’s being advertised as the most cutting-edge, and it’s possible this is part of why you think what you think. Overwatch’s playerbase has absolutely had plenty of those. But not everyone that owns a specific piece of hardware is a jerk, especially since the people that say that are wrong - either they’re compensating for their lack of current skill, or they actually just mean they want what’s most comfortable to their eyes so they can play on the same level as their peers whose preferences ARE supported by the game’s default video options.