The perspective looks normal, contrary to the constant viewmodel which confuses the eye and the notion of perspective, because it is as if there is two different FOV in the screen which makes the whole picture dissonant: The Fov of the model (Fov 65 for example) and the Fov of the scene (fov 120 for example). Here is how a locked constant viewmodel looks like (Battlefield 4): Īnd how the automatically scaled viewmodel looks like (CoD4 2007): + Īs you can see in the second example, the model actually blend in with the environment, as if it was actually part of the world, and not as if it was something that was added afterwords.
#Modern warfare 2 fov mod Pc#
Furthermore, I can't stand that the guns are still taking 25%-33% of the screen, literally glued to the screen, as if we were playing at the console FOV of 60-65, when we actually are playing at PC Fov 90-120, it's just horrible.īut let me show you pictures of it, so that you'll understand better what I mean. When the model doesn't scale with the fov, it makes a weird perspective dissonance, the perspective seems wrong and it just look weird and wrong. Well, I absolutely HATE when the fov_viewmodel doesn't scale with the actual fov value and stays constant and locked, as if we were still playing on console. Even the recent CoD on PC (CoD4:Remaster, CoD:WWII, CoD: Black Ops 4 and CoD: Modern Warfare 2019) started to function that way weirdly. Games like Battlefield or Rainbow Siege function like that.
However, there are FPS games that don't function like that, and when you increase the FOV, the viewmodel stays the same, meaning that your arms and weapon would like the exact same at FOV 60 or at FOV 120 and just the environment would be impacted by the FOV change. You remember when you played your Call of Duty game, like CoD4, and you put a higher Fov value, not only your screen will be wider, but your model, your weapon and arms, would also go further from the camera and actually blend in with the environment, and blend in with FOV change you just did. Comparison between FOV 60 (minimum) and FOV 120 (maximum). Do this by changing 'seta r_texFilterAnisoMax' and 'seta r_texFilterAnisoMin' to '1', and 'seta r_distortion' to '0'.To start the thread, here is how the FOV functions in the game. What you can do that the game doesn't allow, though, is turn of anisotropic filtering and the heat shimmer around fire. For example, setting 'seta r_dof_enable' to '0' is the same as turning off depth of field the normal way. You can resize the window to force long instructions onto a single line, but ultimately you'll rely on CTRL+F to navigate to different cvars.Ī comprehensive list of the variables that make a difference can be found in this excellent forum post, but most of them simply relate to the same options in the in game menu. Open up this document in Notepad and you'll find it's a little harder to edit than cfg files from other games (if you're in the habit of playing around with cfg files that is) because the different settings aren't separated by carriage returns.
For Steam users, this is 'C:\Program Files (x86)\Steam\steamapps\common\call of duty modern warfare 2\players\' by default. The configuration file is called config_mp.cfg, and you'll find it in main installation folder under 'players'.