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EA_David's avatar
EA_David
Icon for Community Admin rankCommunity Admin
9 years ago

Re: FOV on consoles

Thanks for the feedback.

I'm not sure why this isn't available, but I've seen claims in the past that FoV restrictions on console may be related to getting a consistent performance. I don't know for sure that this is what's happening here and the discussion was referring to other games, but perhaps it's relevant. 

I'd like to see it added as an option later, but I can't make any promises. If anything like this does get added we'll  be sure to include it in the patch notes. 

2 Replies

  • SofaJockeyUK's avatar
    SofaJockeyUK
    Hero+
    9 years ago

    I can't find the dev tweet, but this had been answered by a dev,

    and yes it's the performance hit on console that makes this 'PC only'.

  • pyrion's avatar
    pyrion
    9 years ago

    @EA_David wrote:

    Thanks for the feedback.

    I'm not sure why this isn't available, but I've seen claims in the past that FoV restrictions on console may be related to getting a consistent performance. I don't know for sure that this is what's happening here and the discussion was referring to other games, but perhaps it's relevant. 

    I'd like to see it added as an option later, but I can't make any promises. If anything like this does get added we'll  be sure to include it in the patch notes. 


    It also gives weight to why the game's occlusion culling algorithm is so aggressive, and why the doors take so long to open in Kadara Port, for such a small map. It isn't simply an issue of limited GPU pixel fillrate (both consoles have about the equivalent of a GTX 660 GPU), but being stuck with a low-speed CPU (compared to pretty much any halfway decent budget build PC or gaming laptop on the market), a shared memory architecture and having to load core game assets off of an optical drive (opticals tend to be woefully inadequate for random access throughput).

    Sacrifices inevitably have to be made to ensure that the game runs fluidly. It's a double-edged sword with consoles, because while having only a small number of hardware profiles makes optimization for a target platform much easier, it also limits your options for how much cutting-edge functionality can you squeeze into a game and still have it run at a playable framerate. That's not a problem with PC. Debugging for esoteric combinations of hardware software operating systems and concurrently-running programs, is.

    For less options but a more consistent experience, you play on a console. For more options but a far higher chance of strange behavior and/or straight-up incompatibility, you play on PC.

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