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Planetside 2 Vehicle FOV Fix (PS2FOV v1.4)

Posted: 08 Sep 2012, 09:54
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

Nice work, I would advise

Posted: 08 Sep 2012, 10:14
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."

Updated.

Posted: 08 Sep 2012, 13:11
by ImperialCommando
:doh Updated.

Will test in a minute, I

Posted: 08 Sep 2012, 13:33
by Skid
Will test in a minute, I assume your editing 0x022B1EE0?

Yep that one works, btw the

Posted: 08 Sep 2012, 13:57
by Skid
Yep that one works, btw the FoV value your changes is Horizontal not Vertical.

That's the default FOV for

Posted: 09 Sep 2012, 11:27
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.

Here's a funny idea - go post

Posted: 09 Sep 2012, 11:33
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.

ImperialCommando wrote:That's

Posted: 09 Sep 2012, 12:12
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 ;)

Fair point

Posted: 09 Sep 2012, 15:25
by Mansen
Fair point H)

ImperialCommando, was you

Posted: 10 Sep 2012, 11:03
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?

Got it as well thanks, if

Posted: 10 Sep 2012, 21:29
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. :)

Latest update should now work

Posted: 14 Sep 2012, 16:13
by ImperialCommando
Latest update should now work in base turrets.

Added turret mouse

Posted: 14 Sep 2012, 16:52
by ImperialCommando
Added turret mouse sensitivity adjustment.

the FOV calculator isn't

Posted: 24 Sep 2012, 21:31
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

Found it, no idea why they've

Posted: 24 Sep 2012, 22:04
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.

(No subject)

Posted: 24 Sep 2012, 22:23
by Roidster
:twothumb

FYI in my fix I looped

Posted: 25 Sep 2012, 16:58
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.

Re: Planetside 2 Vehicle FOV Fix

Posted: 21 Nov 2012, 10:38
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.

Re: Planetside 2 Vehicle FOV Fix

Posted: 21 Nov 2012, 11:50
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.

Re: Planetside 2 Vehicle FOV Fix

Posted: 21 Nov 2012, 13:14
by DrGenocide
I am interested in an update for this.... Love this game, but it can't use my setup to its full potential. :(