>>16003335
>Wait I don't get it, what did they change about how the viewmodel scales? It looks awkwardly far away and takes up a lot of the screen, that doesn't look that good to me.
Let me put this way: On CoD's "older" engines (All CoDs between CoD1 and CoD:Infinite Warfare), the model of the weapon and arms scaled with the FOV, and thus Natively, meaning that even shitty PC version of CoDs like Modern Warfare 2, Modern Warfare 3 or CoD: Ghosts, who had no settings for changing the FOV values, if you managed to changed it with a 3rd party program, the Fov_viewmodel will scale with the FOV vision, because it was natively supproted with the engine.
That means that when you increase the camera to 90 in OP's example, the camera will slide backward and your Field of Vision will increase and your model (weapon and arms) won't move so they appear longer and smaller. It "scales".
In newer games though, like CoD:BO4, CoD:WWII, CoD4:Remaster, Battlefield games, R6S,… When you increase the FOV, your camera will go backward, but SO DOES THE MODEL, instead of staying to it's original place, meaning that whatever the FOV value, the model (weapons and arms) will move the same exact distance and direction than the FOV camera, meaning that at whatever FOV Value, the Model (arms and weapon) will ALWAYS look the same, taking the same % of the screen and looking the same, that be at FOV 50 or FOV 120, thus the Fov_viewmodel stays "locked" (in reality, it scales with the FOV, which means that it always looks the same and feels "constant", OP just inverted the words but that's a detail),
But it looks horrible, especially if you play at a high FOV value and have your gun looking like if you were still playing at FOV 60, with the big ass gun glued to the screen that almost take 1/4 of your screen, while you supposedly have the camera brough way back to allow a wider FOV…That just looks like very wrong, it creates a cery wrong vision perspective and it's very dissonant. A good way of doing it is doing it the older CoD way, where the model doesn't move/doesn't scale with the FOV going back, meaning that while bringing the camera further back, the model will also look blending in this change and it will make a comprehensible and visible experience.
Just look here.
Black Ops 1: Fov 65-80…No vision dissonance here, natural synchronity between the camera FOV and the model vision.
https://www.youtube.com/watch?v=TYNpp3ibasw
Same here with MW3 FOV 65 vs 90
https://www.youtube.com/watch?v=nxkraNYdBnY
Here with MW2 where you can see it change dynimically
https://www.youtube.com/watch?v=GkgEHJcjIeQ
But here is a wrong way of doing it, R6S for example, it looks very wrong. the models travels back at the same distance and direction than the camera, so the model looks always the same, despite the Camera FOV looks wider, it fucks with natural perspective and feels de-synchronized and dissonant.
https://www.youtube.com/watch?v=06IERycqxFE