I’m going to give editing the memory values a go, and if that doesn’t work I’ll also try using Ghidra maybe I can find something to help me achieve this goal
Im trying to do this for video recording reasons. I also agree that it’s most likely hard-coded into the engine as simply changing the values doesn’t seem to have any effect. I wonder why roblox clamped the value to 120 though.
Hm. Maybe you could do something like move the camera every render frame. Like if you wanted a “180 degree” FOV you could have it look at the left 90 degrees one frame, and the right 90 degrees the next, and so on.
Then you’d have to do some fancy post processing on the video and stitch every other frame left and right of a larger video? So the frame rate would be halved, but the visible area would be doubled.
That’s way out of my knowledge area, though. Depending on what you need exactly it may be good enough. The distortion at the seam would be weird and possibly unuseable.
It seems to be the reason. However, I do wish that us developers would be able to increase the FOV beyond this limit. I understand that it’s not feasable for certain devices, however I am more than certain my PC would be able to run hight FOV values. I mean, it’s able to run 16K roblox so why not a high FOV? However, it’s more than likely a limitation with the rendering technology being.
Not really. Im looking for a 360 FOV view, however this may be useful for people going from 120-170 so I’ve marked it as the solution. I will keep on looking though
That’s exactly what a high FOV looks like with perspective projection. The way other engines fix this is by using other proiection types like Panini projection or screen space effects.
i dont think you understand that a 360 fov doesnt really exist, those things you see of those 360 videos are actually just 2d hdr images, what do you want? that on a 2d screen like this?
I understand that they are just 2d hrd images. I am trying to get it like that to then turn it into a 360 video.
Besides that, the max I was able to push the FOV to (without the black gaps) using your matrix module was camera = (mat4x4.new(false):perspective(179.99999953, 0.1, 100))