Planetside 2 Vehicle FOV Fix (PS2FOV v1.4)

Topics about game solutions, and success or failure in getting them to work.
ImperialCommando
Posts: 25
Joined: 22 Aug 2012, 09:38

Planetside 2 Vehicle FOV Fix (PS2FOV v1.4)

Post by ImperialCommando »

PS2FOV brings a much needed field of view (FOV) increase to Planetside 2's vehicles, allowing the standard 40 degrees vertical FOV to be increased up to 100 degrees. Infantry FOV can also be increased beyond the maximum 74 degrees up to 100 degrees. Note that high FOV has the trade-off of reduced scoped zoom effectiveness.

Simply run PS2FOV while playing PS2 to apply the fixes, if all goes well the status should read as 'Active'. If PS2 is being run as admin you will also need to run PSFOV as admin. The fix needs to be left running to keep applying the infantry FOV, otherwise it can be overwritten when leaving vehicles. Vehicle FOV is retained for the length of the session.

Wide aspect ratios are now natively supported by PS2, enabled in the graphics options under 'Wide View Mode'. This enables Hor+ scaling which makes the vertical FOV fixed and the horizontal FOV dependent on the aspect ratio. This mode is required for the fix to work so it is automatically enabled internally. Note that the vehicle FOV is not fully Hor+ and can vary a small amount with the aspect ratio. The FOV for base turrets is also ten degrees wider horizontally.

The PS2 Forgelight engine has some issues with very high FOV; objects can clip (be seen through) at the screen edges and some surfaces can have lower resolution textures.

SOE's official policy is not to use third party software but they are aware of PS2FOV and have not blacklisted it. There is still a slim chance that a game update could break it in such a way that it alters protected memory. This has happened to other FOV utilities in the past and resulted in bans but SOE have overturned them. I have personally used PS2FOV for over 12 months without issue.


PS2FOVv1.4.zip download link
Last edited by ImperialCommando on 18 Mar 2014, 16:10, edited 17 times in total.
User avatar
Skid
Administrators
Administrators
Posts: 1031
Joined: 02 Nov 2009, 12:14
Location: Lincoln, UK
Contact:

Nice work, I would advise

Post by Skid »

Nice work, I would advise that you post that on this thread as well: http://forums.station.sony.com/ps2/index.php?threads/vehicle-fov-is-not-being-calculated-correctly.8012/

Edit: That said, the FoV slider in your program doesn't appear to do anything, I can't get the FoV to change beyond what the start value is set to.
Edit Edit: Infact scratch that, its outright not working on mine.
Edit x3: Might be irrelevent but when I close it I get "Access violation at address 0045A4AF in module 'PS2FOV.exe'. Read of address 0000005D."
: ) Skid : )
My Multi-Monitor Focused YouTube Channel: http://www.youtube.com/c/SkidIncGaming
My Twitch channel which I've been known to stream on from time to time: http://www.twitch.tv/SkidInc
"Imagination is the only weapon in the war against reality."
ImperialCommando
Posts: 25
Joined: 22 Aug 2012, 09:38

Updated.

Post by ImperialCommando »

:doh Updated.
User avatar
Skid
Administrators
Administrators
Posts: 1031
Joined: 02 Nov 2009, 12:14
Location: Lincoln, UK
Contact:

Will test in a minute, I

Post by Skid »

Will test in a minute, I assume your editing 0x022B1EE0?
: ) Skid : )
My Multi-Monitor Focused YouTube Channel: http://www.youtube.com/c/SkidIncGaming
My Twitch channel which I've been known to stream on from time to time: http://www.twitch.tv/SkidInc
"Imagination is the only weapon in the war against reality."
User avatar
Skid
Administrators
Administrators
Posts: 1031
Joined: 02 Nov 2009, 12:14
Location: Lincoln, UK
Contact:

Yep that one works, btw the

Post by Skid »

Yep that one works, btw the FoV value your changes is Horizontal not Vertical.
: ) Skid : )
My Multi-Monitor Focused YouTube Channel: http://www.youtube.com/c/SkidIncGaming
My Twitch channel which I've been known to stream on from time to time: http://www.twitch.tv/SkidInc
"Imagination is the only weapon in the war against reality."
ImperialCommando
Posts: 25
Joined: 22 Aug 2012, 09:38

That's the default FOV for

Post by ImperialCommando »

That's the default FOV for all vehicles and can be overridden by individual vehicles. It seems that only base turrets have their own FOV. Making the change here works a lot cleaner and I've updated the Changer accordingly. I used a code signature search this time that may make it compatible across PS2 versions.

Ideally FOV should always be vertical. There's a variable that shows how the FOV value is being treated, when on foot it is 2 (vertical) and in vehicles it is 0 (horizontal). Unfortunately the value is pushed into functions from code and repeatedly stored in such a way that it cannot be changed (a CRC check is performed whenever any loading is done). It's frustrating that this behavior appears to be by design and could be easily corrected by the developer.
Mansen
Posts: 17
Joined: 04 Sep 2012, 10:17

Here's a funny idea - go post

Post by Mansen »

Here's a funny idea - go post on the official forums and explain to them how easy it would be to fix.

Running parallel development seems... stupid to be honest.
User avatar
Skid
Administrators
Administrators
Posts: 1031
Joined: 02 Nov 2009, 12:14
Location: Lincoln, UK
Contact:

ImperialCommando wrote:That's

Post by Skid »

That's the default FOV for all vehicles and can be overridden by individual vehicles. It seems that only base turrets have their own FOV. Making the change here works a lot cleaner and I've updated the Changer accordingly. I used a code signature search this time that may make it compatible across PS2 versions.

Ideally FOV should always be vertical. There's a variable that shows how the FOV value is being treated, when on foot it is 2 (vertical) and in vehicles it is 0 (horizontal). Unfortunately the value is pushed into functions from code and repeatedly stored in such a way that it cannot be changed (a CRC check is performed whenever any loading is done). It's frustrating that this behavior appears to be by design and could be easily corrected by the developer.


Can you get on IRC and talk to HaYDeN, we are trying to build a plugin for FWS for PlanetSide 2, I've given him the base of what I think needs to be done but you've dug around assembler more then me so you should probably have a word with him as well.

Here's a funny idea - go post on the official forums and explain to them how easy it would be to fix.

Running parallel development seems... stupid to be honest.


I plan on it, but first things first, work out what's wrong, fix it if we can, then report on what we've found, this is the bases of fault finding ;)
: ) Skid : )
My Multi-Monitor Focused YouTube Channel: http://www.youtube.com/c/SkidIncGaming
My Twitch channel which I've been known to stream on from time to time: http://www.twitch.tv/SkidInc
"Imagination is the only weapon in the war against reality."
Mansen
Posts: 17
Joined: 04 Sep 2012, 10:17

Fair point

Post by Mansen »

Fair point H)
User avatar
Skid
Administrators
Administrators
Posts: 1031
Joined: 02 Nov 2009, 12:14
Location: Lincoln, UK
Contact:

ImperialCommando, was you

Post by Skid »

ImperialCommando, was you about to find the location the base turrets used for their FoV, all I could confirm was that they read the same vehicle FoV as the rest of the vehicle, none of the other reasonable values that could of been used did anything?
: ) Skid : )
My Multi-Monitor Focused YouTube Channel: http://www.youtube.com/c/SkidIncGaming
My Twitch channel which I've been known to stream on from time to time: http://www.twitch.tv/SkidInc
"Imagination is the only weapon in the war against reality."
User avatar
Skid
Administrators
Administrators
Posts: 1031
Joined: 02 Nov 2009, 12:14
Location: Lincoln, UK
Contact:

Got it as well thanks, if

Post by Skid »

Got it as well thanks, if your planning on making lots of FoV fixes and such you really should talk to HaYDeN and dopefish, the whole point of the tools is user convenience, it keeps all the fixes in one place and Flawless Widescreen will even auto update the plugins when new ones come out.

Ether way I'll get HaYDeN to add you as an Author to the PlanetSide 2 plugin, I have no idea how you found the turret FoV values so I wouldn't of found them on my own. :)
: ) Skid : )
My Multi-Monitor Focused YouTube Channel: http://www.youtube.com/c/SkidIncGaming
My Twitch channel which I've been known to stream on from time to time: http://www.twitch.tv/SkidInc
"Imagination is the only weapon in the war against reality."
ImperialCommando
Posts: 25
Joined: 22 Aug 2012, 09:38

Latest update should now work

Post by ImperialCommando »

Latest update should now work in base turrets.
ImperialCommando
Posts: 25
Joined: 22 Aug 2012, 09:38

Added turret mouse

Post by ImperialCommando »

Added turret mouse sensitivity adjustment.
Roidster
Posts: 10
Joined: 24 Sep 2012, 21:13

the FOV calculator isn't

Post by Roidster »

the FOV calculator isn't working properly with the TR Prowler tank,it is working fine with the NC Vanguard,and im not sure about the VS magrider,haven't tried it yet

EDIT using the flawless widescreen plugin

EDIT AGAIN VS magrider is working fine as well,so its just the TR Prowler Tank that isn't fixed
User avatar
Skid
Administrators
Administrators
Posts: 1031
Joined: 02 Nov 2009, 12:14
Location: Lincoln, UK
Contact:

Found it, no idea why they've

Post by Skid »

Found it, no idea why they've overridden the global FoV on just the Prowler, implementing it into the plugin tonight, then I'll send it to HaYDeN.
: ) Skid : )
My Multi-Monitor Focused YouTube Channel: http://www.youtube.com/c/SkidIncGaming
My Twitch channel which I've been known to stream on from time to time: http://www.twitch.tv/SkidInc
"Imagination is the only weapon in the war against reality."
Roidster
Posts: 10
Joined: 24 Sep 2012, 21:13

(No subject)

Post by Roidster »

:twothumb
ImperialCommando
Posts: 25
Joined: 22 Aug 2012, 09:38

FYI in my fix I looped

Post by ImperialCommando »

FYI in my fix I looped through all valid vehicle cameras (max 256) and specified the FOV for them instead of relying on the default vehicle FOV.
Z-FiRE
Posts: 24
Joined: 27 Jun 2010, 12:14

Re: Planetside 2 Vehicle FOV Fix

Post by Z-FiRE »

First of all, thanks for your work :)

It still not work with the release client, do you think it's possible to patch your PS2FOV.exe to work with the release ? This tool is a must have one !!

Thanks again.
User avatar
Skid
Administrators
Administrators
Posts: 1031
Joined: 02 Nov 2009, 12:14
Location: Lincoln, UK
Contact:

Re: Planetside 2 Vehicle FOV Fix

Post by Skid »

Z-FiRE wrote:First of all, thanks for your work :)

It still not work with the release client, do you think it's possible to patch your PS2FOV.exe to work with the release ? This tool is a must have one !!

Thanks again.


The current issue with FoV is nothing to do with the old one, and fixing it is beyond my ability at present, trying to get HaYDeN's help with it, the issue can be found here read the first post and add you agreement that the issue needs fixing at the bottom: http://forums.station.sony.com/ps2/inde ... fov.48148/

Both fixes should still work on vehicles if they can fix the issue described in the first post of that thread which is different to the issues the fixes fix described in the second post of that thread.
: ) Skid : )
My Multi-Monitor Focused YouTube Channel: http://www.youtube.com/c/SkidIncGaming
My Twitch channel which I've been known to stream on from time to time: http://www.twitch.tv/SkidInc
"Imagination is the only weapon in the war against reality."
DrGenocide
Posts: 1
Joined: 30 Jul 2012, 08:25

Re: Planetside 2 Vehicle FOV Fix

Post by DrGenocide »

I am interested in an update for this.... Love this game, but it can't use my setup to its full potential. :(
Post Reply

Who is online

Users browsing this forum: Bing [Bot], Semrush [Bot] and 2 guests