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PostPosted: 08 Sep 2012, 09:54 
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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.

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PostPosted: 08 Sep 2012, 10:14 
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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."

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 Post subject: Updated.
PostPosted: 08 Sep 2012, 13:11 
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:doh Updated.


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 Post subject: Will test in a minute, I
PostPosted: 08 Sep 2012, 13:33 
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Will test in a minute, I assume your editing 0x022B1EE0?

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

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PostPosted: 09 Sep 2012, 11:27 
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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.


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PostPosted: 09 Sep 2012, 11:33 
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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.


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PostPosted: 09 Sep 2012, 12:12 
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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 ;)

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 Post subject: Fair point
PostPosted: 09 Sep 2012, 15:25 
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Fair point H)


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PostPosted: 10 Sep 2012, 11:03 
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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?

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