Metro: Last Light

Topics about game solutions, and success or failure in getting them to work.
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Amon Amarth
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Metro: Last Light

Post by Amon Amarth »

Heads up, PC reviews are up, and there is no FoV slider for the game. I haven't pre-ordered/purchased yet, but I do plan to.

I'm guessing that even if there is Multi-mon support (I hope), the FoV will probably be fairly unreasonable.
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Bifurk8
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Re: Metro: Last Light

Post by Bifurk8 »

Can anyone confirm whether triple-wide is supported? A tight FOV tends not to bother me as much as it does most folks, but I'm holding off on purchasing pending confirmation of multi-monitor support. If anyone's tried it in triple-wide, does it have the same issue Metro 2033 had with the mouse x-axis sensitivity being tripled?
Oraijon
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Re: Metro: Last Light

Post by Oraijon »

I snagged a pirated version (naughty naughty i know :P) to try out. Not a lot of time to properly test it so what i've found so far:

The Good:
- Multi-screen resolution (in my case 5890x1200 and 5760x1200) is available to pick
- FOV seems just fine for multiscreen, wouldnt dare to put a number on it, but vertically the FOV seems about the same as single screen at least.
- FMV cutscenes are properly centered on the middle screen, side screens remain black

The Bad:
- No FOV slider, but since the FOV feels right anyway, i can live with this.
- Horizontal mouse sensitivity is way higher than vertical (ouch), only one overall mouse sensitivity slider too.

I've not gotten far enough to see what the HUD does, but i did notice that some on-screen effects are put on a plane and spin in the center of the screen, but the edges of those planes are clearly visible on the side screens. The main screen in Dead Space 1 had this too. Not sure if that all makes sense, but it's not too disturbing, i'll make a screenshot later if i can :P
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Kyrion
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Re: Metro: Last Light

Post by Kyrion »

I run 3 wide screen monitors and the only real complaint I have is the HUD doesn't scale right as your reticule for your aim is off to the left of the screen, so you get to guess where you are really pointing. I copied a post from 4A games off of Steam, maybe one of your programmer guru's could shed some light on this post if they are Full of Manure or it really is an issue. I find it hard to believe they have a real issue, after all we have seen indie games with FoV and MM support.

A note from 4A Games about FOV
Hey all. The community feedback about FOV has not gone unnoticed. 4A Games has this update for you about FOV and what they are working on:


We're aware the community have been asking for a 'Field of View' slider for Metro: Last Light. Unfortunately, this was not as simple a thing to implement as it might appear!

The main reason for maintaining a fixed FOV is because we have 3D elements like the watch and weapon ammo that need to remain visible.

In addition, all the game's first-person cut scenes and cinematics and each and every animation involving Artyom's hands - idle weapon animations, reloads, ladder climbing, melee attacks etc, - were created assuming the same, fixed field of view.

Changing the FOV would break all the cut-scenes and animations - you would be able to see inside Artyom's arms, or they would appear to float in the air in front of you. Or worse.

We had considered offering three FOV pre-sets, but this would still require significant work to re-do every animation, adjust the HUD and UI and other seemingly small but incredibly time consuming tasks.

Even with a wider but still fixed field of view, Artyom's hands would look too far away. We know - we tried.

Game performance is also tied to FOV - the amount of geometric detail we put in each scene has been partly determined by this set FOV, and setting a wider FOV would have a performance impact.

We understand this issue is important to many people, and we have been looking at possible solutions.

In the immediate term - the next title update, due in the next few days will allow you to directly change the FOV in the .cfg files.

This may well trigger a number of issues listed above - you have been warned!

- 4A Games


:triplewide:
newparad1gm
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Re: Metro: Last Light

Post by newparad1gm »

Works great in 3D Vision Surround as well, except the crosshair is 2D and doesn't match the depth of the object you are aiming at, but you can disable it. As said before, some of the post process screen effects do not cover the entire view, only the middle monitor and visibly chopped off on the side monitors. Although performance is a bit to be desired in 3D Vision Surround at 5760x1080 even on SLI Titans maxed out settings with no AA.
Amon Amarth
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Re: Metro: Last Light

Post by Amon Amarth »

Oraijon wrote:- Horizontal mouse sensitivity is way higher than vertical (ouch), only one overall mouse sensitivity slider too.


So, it has the same issue as 2033? That really sucks...I almost couldn't play Metro 2033 again because of the horrible mouse problems on surround.

Was anyone ever able to find a fix for that?
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Re: Metro: Last Light

Post by fodder »

As for the fix with the too speedy mouse, here is what I did in the original Metro if I remember correctly.

I use a logitech mouse and I used the software included to set a specific profile to run when the metro executable was run. In that profile I turned down the side to side mouse speed to about half the sensitivity and it played fine.

I do not remember the details of how I did it, but that is the general steps I used to make it playable.
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Re: Metro: Last Light

Post by Toothless Spoon »

I've noticed a strange bug - if I have AA enabled the HUD pushes left and is all over the joint - without AA the HUD is perfect. Weird, anyone else with this issue?
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Toothless Spoon
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Re: Metro: Last Light

Post by Toothless Spoon »

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."
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Amon Amarth
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Re: Metro: Last Light

Post by Amon Amarth »

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?
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Re: Metro: Last Light

Post by Toothless Spoon »

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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Haldi
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Re: Metro: Last Light

Post by Haldi »

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
MouseMoveMetro.zip
(279.2 KiB) Downloaded 1085 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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MobsterOO7
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Re: Metro: Last Light

Post by MobsterOO7 »

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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Haldi
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Re: Metro: Last Light

Post by Haldi »

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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Re: Metro: Last Light

Post by Toothless Spoon »

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
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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Haldi
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Re: Metro: Last Light

Post by Haldi »

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 470 times
MouseMoveMetrox2.zip
(279.19 KiB) Downloaded 437 times
MouseMoveMetrox1.5.zip
(279.2 KiB) Downloaded 635 times
We gonna send it to outa space!
rene13cross
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Re: Metro: Last Light

Post by rene13cross »

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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Haldi
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Re: Metro: Last Light

Post by Haldi »

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!
MouseMoveMetrox2-nodelay.zip
(279.2 KiB) Downloaded 674 times
We gonna send it to outa space!
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