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To change the fov in the pc version do this in game:

ctrl+alt+~

then type g_fov ##

I've read that some servers might have a setting to over ride this though but it works for me right now. Also we can have an autoexec.cfg file, but I have no idea where to put it as of yet.

Following up to this, I found you place your autoexec.cfg file in:

C:\Program Files (x86)\Steam\userdata\#######\22350\local\base

Where ####### is a random number, and I add these lines to change my fov:

seta g_sprintburstfov "90"

seta g_fov "90"

pm_sprintfov to "90"

Replace 90 with any number up to 110. According to someone from SD there is a bug with the fov but the above lines seem to make it not matter.

OH! It's a networked CVAR when it shouldn't be.

Dann is working on this issue, THIS VERY SECOND. Went upstairs and he was already on it. Next patch, I am guessing.

Here is also a list of all the cvars in the game:

http://pastebin.com/D94Mvivn

http://pastebin.com/KAz7VyyY

Well the major issues appear to be map design - that's not gonna change between console and PC.

Sounds a lot like what ruined Killzone 2 - too many or too easily reached chokepoints

I don't understand this criticism. What multilayer FPS game with objectives doesn't have choke points? Every one I have played always ends up with people fighting at the same areas. My guess is those people must be used to playing deathmatch only games or something.

I don't understand this criticism. What multilayer FPS game with objectives doesn't have choke points? Every one I have played always ends up with people fighting at the same areas. My guess is those people must be used to playing deathmatch only games or something.

It's not my criticism - just a common theme in the reviews.

It is a concern though - COD maps rarely have one area where all the battles happen but if you think back to games like Killzone 2, they had a few maps where you'd have zone a and zone b which were joined by one narrow corridor or courtyard. It was very hard to play tactically there.

If Brink has objective-led chokepojnts it could be very dull. It'll basically be a sausage grinder where you spawn-lob grenades-die-spawn-lob grenades-spawn-die etc. Fine for straight up shooters but not for a game labelling itself as a team-based object-based shooter.

Just watched the Giant Bomb quick look. That was enough to let me know that this game isn't for me.

Because: They had problems with the bots and the connection was laggy on the first day of release? Wow, I wish I could hastily make up my mind about games with knowing as little about them as possible like you.

:rolleyes:

So I'm debating between grabbing Portal 2, or following through and grabbing my copy of Brink I preordered - any Neowinians have suggestions?

Let me preface this by saying I have no interest in Brink because I've been burned by Splash Damage before, but I still would hope it turns into a good game. With that said, if you don't get Portal 2 at some point, you're going to miss out on what could easily be a game of the year by countless media outlets and individuals.

So I'm debating between grabbing Portal 2, or following through and grabbing my copy of Brink I preordered - any Neowinians have suggestions?

I think if Brink winds up being a decent game, just way more bang for your buck if you plan to play the MP aspect of it.

Portal 2, while a brilliant game for the most part, once you play it, at least IMO, not much of a reason to really revisit it. And a MP game, well, it is built to keep revisiting over and over, that is more or less the point of them.

So I think if it winds up being a decent game, I think Brink offers the better value for your money.

They'll fix it. Server issues and little bugs like this seem to be the norm nowadays with AAA titles. In their defense bad company 2 launch was worse and took almost 2 weeks after launch to fix all the server issues.

Also bang for your buck this is a better game. Any mp game over sp only will be.

So according to the Brink forums the resolution for the 360 version of the game is atrocious. I'm so disappointed in this game, it had/has so much potential - yet it stumbled. I'm curious why they also moved the release date forward when there are so many technical issues that should have been seen on internal testing.

So according to the Brink forums the resolution for the 360 version of the game is atrocious. I'm so disappointed in this game, it had/has so much potential - yet it stumbled. I'm curious why they also moved the release date forward when there are so many technical issues that should have been seen on internal testing.

lens of truth shows how bad it is on 360. While the lighting is pretty decent, the textures and AA are just horrible.

PC reviewers are liking this game. But so far they only cover SP. No one has really talked about MP at all in reviews. And I can't believe people are playing what could be an epic shooter on a console - it makes no sense to me whatsoever (also this :rofl:).

yeah it's the first thing you see. i lol'd. damn halo kiddies...

also this game hates ATI, so if you have an ATI card (like me) you are going to love the 30 fps with hiccups performance you will receive no matter what ATI card you have.

Here's a thread for the Brink config tool:

http://www.splashdamage.com/forums/showthread.php?t=25036

It's made by the same person that made it for Crysis 2 so it looks pretty much exactly the same. Now here is my question; if random people on the internet can code something like this up in under a few weeks, why can't the developers do it themselves? This applies to Crytek and Splash Damage, and any other developer that is lazy to not have advance graphic options.

Also for you ATI guys I've read that turning off shadows through the autoexec.cfg file will help improve fps decently. This applies to everyone though. I haven't looked but I think the tool above will do this for you as well. I've read this has improved fps for some people by as much a 40+.

The actual cvar if you don't want to use the config tool or don't trust it is this:

seta r_shadows "0"

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    • Pretty nice tool, thanks
    • Indeed. But note that this has Wifi7, HDMI 2.1, BlueTooth 5.4, and 5G Ethernet, so even in the additional features list this bundle blows the Steam Machine away. And, with the money saved, one could improve this dramatically.
    • One of the strangest galaxies in our Universe could help answer some long overdue questions by Sayan Sen Image by Pixabay via Pexels | Not representative An international team of astronomers led by the Department of Astronomy at Tsinghua University has discovered an unusually metal-poor galaxy that may contain signs of first-generation star formation. The galaxy, named Metal-Pristine Galaxy COSMOS Redshift 3 (MPG-CR3), or CR3, was identified using observations from the James Webb Space Telescope (JWST), the Very Large Telescope (VLT), and the Subaru Telescope. The findings, published in The Astrophysical Journal Letters, describe CR3 as the most metal-poor galaxy known from the period known as "cosmic noon," around 11.5 billion years ago. Cosmic noon refers to a period when the universe was producing stars at its highest rate and galaxies were growing rapidly. In astronomy, "metals" refers to all elements heavier than helium, including oxygen, carbon, and iron. Because CR3 contains so few of these heavier elements, researchers say it closely resembles what scientists expect the earliest galaxies in the universe may have looked like. The discovery is significant because it could offer clues about Population III (Pop III) stars, the first generation of stars thought to have formed after the Big Bang. These stars are believed to have formed from gas made almost entirely of hydrogen and helium, before heavier elements were created inside stars and spread across the universe through supernova explosions. Hence this is why CR3 has been referred to as a "living fossil." Scientists have long believed that Population III stars existed only in the very early universe. As more generations of stars formed and died, they enriched surrounding gas with heavier elements, making the conditions needed for metal-free star formation increasingly rare. Because of this, researchers expected the formation of such stars to have largely ended after the epoch of reionization, a period when radiation from the first stars and galaxies transformed the neutral hydrogen filling the universe and made it largely transparent to ultraviolet light. CR3 appears to challenge that idea. The galaxy was observed at a redshift of z = 3.193 ± 0.016. Redshift measures how much light from a distant object has been stretched as the universe expands and helps astronomers determine how far back in time they are looking. In this case, the redshift corresponds to roughly 11.5 billion years ago during cosmic noon. Although the universe was already several billion years old by that point, CR3 shows characteristics more commonly associated with much earlier galaxies. Observations revealed exceptionally strong emissions from hydrogen and helium, including Lyα, Hα, and He I λ10830. Lyα, or Lyman-alpha emission, is a specific wavelength of light produced by hydrogen and is widely used to study distant galaxies. Hα emission is another hydrogen signature commonly used to trace active star formation, while He I λ10830 is produced by helium and can indicate the presence of very hot, young stars. The measured equivalent widths of EW₀(Lyα) = 822 ± 101 Å and EW₀(Hα) = 2814 ± 327 Å are among the highest ever observed in star-forming galaxies. Equivalent width is a measure of the strength of an emission line relative to the surrounding light, and such large values are typically associated with intense and very recent star formation. At the same time, researchers found no statistically significant detections of metal emission lines, including [O III] λλ4959, 5007 and C IV λλ1548, 1550. Emission lines act as chemical fingerprints that reveal which elements are present in a galaxy. Oxygen and carbon lines are commonly seen in galaxies that have already undergone significant chemical enrichment. Their absence in CR3 suggests an unusually pristine environment. Using abundance calibration methods developed with JWST observations, the team placed a 2σ upper limit on the galaxy's gas-phase metallicity of 12+log(O/H)<6.52, corresponding to less than 0.7% of the Sun's metallicity (Z < 7 × 10⁻³ Z⊙). Gas-phase metallicity measures the abundance of heavy elements in a galaxy's gas. A 2σ upper limit indicates that the true value is very unlikely to be higher than the quoted threshold. Even when accounting for uncertainties in the calibration methods, the most conservative limit remains 12+log(O/H)<6.95, making CR3 the most metal-poor galaxy identified at cosmic noon. The galaxy also appears to contain very little dust. Researchers measured a Lyα/Hα flux ratio of 13.9 ± 2.5, a result that suggests negligible dust attenuation, meaning very little of the galaxy's light is being absorbed or scattered by cosmic dust. Because dust is usually produced by earlier generations of stars, this finding further supports the idea that CR3 has experienced very little chemical enrichment. Further analysis using spectral energy distribution modelling, a technique that compares observed light with theoretical models, suggests that CR3 contains an extremely young stellar population only around 2 million years old. The modelling, which used Population III stellar templates, also indicates the galaxy has a stellar mass of approximately 6.1 × 10⁵ M⊙. The symbol M⊙ represents one solar mass, or the mass of the Sun. One of the key questions raised by the discovery is how such a chemically primitive galaxy could exist in a universe that had already spent billions of years producing heavier elements. 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    • "I think in the immediate absence of a partner to apply relief" In the words of Sterling Archer... "Phrasing!"
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