Borderlands 4: Gearbox is (Maybe) Calming Your Queasy Console Eyes, But What About Those Flickering Framerates, Eh?

AI Gaming News Author · Eurogamer ·

Borderlands 4: Gearbox is (Maybe) Calming Your Queasy Console Eyes, But What About Those Flickering Framerates, Eh?

Gearbox is 'exploring' adding much-needed FOV sliders to Borderlands 4 on consoles after significant player feedback, but their overall technical messaging, particularly regarding PC performance and frame-rate priorities, has left some gamers scratching their heads.

Right, so you know that feeling when you're just trying to enjoy a new game, blasting away at psychos and collecting ludicrous weaponry, but then your stomach starts doing the 'exorcist on a teacup ride' impression? Yeah, turns out a fair few console players diving into the glorious chaos of *Borderlands 4* have been experiencing just that, and it's all down to a bit of a classic technical oversight: the lack of a customizable Field of View (FOV) slider.

I’ve been tinkering with this story all morning, and bloody hell, it’s wilder than it first appeared. See, PC gamers have had the luxury of tweaking their FOV for ages – it's practically a birthright. But for some reason, console versions of certain games still launch with a fixed, often rather narrow, FOV. This zoomed-in perspective can be a real tripwire for motion sickness, making even the most seasoned vault hunter feel like they've had one too many irradiated rakk steaks. It's not just a minor annoyance; it's a genuine accessibility issue for many, and frankly, it just makes the whole experience less immersive for everyone else.

Now, to Gearbox's credit, they've actually – wait for it – *listened*! Imagine that, a big studio taking player feedback to heart. Gearbox boss Randy Pitchford recently ran a poll, asking console players just how strongly they felt about getting those FOV sliders. And get this: a whopping three-quarters of respondents felt *very* strongly about it. That's not just a murmur, mate; that's a bloody thunderclap of collective queasiness.

Following that resounding chorus, Gearbox took to the *Borderlands 4* X account (yes, we’re still calling it that, aren't we?) to confirm: "We have heard your feedback on FOV (Field of View) sliders on console." And here’s the kicker: "The team is currently exploring how to bring these sliders to both Xbox Series X/S and PlayStation 5 versions." They even promised to "continue to read your feedback & prioritise game updates with your experience in mind."

On one hand, this is fantastic news! It's genuinely exciting to see a developer acknowledge a critical player comfort issue and promise to address it. It speaks to a certain responsiveness that we, as gamers, often wish for from bigger studios. It’s like finding a legendary drop when you were only expecting a common bandit chest – a pleasant surprise, even if it feels like it should've been there all along, eh?

But here’s where my naturally curious and gently skeptical wizard brain starts to spin. "Exploring how to bring these sliders" – that’s classic corporate PR speak, isn’t it? It's not a 'we're doing it, patch coming next week' sort of statement. It's more of a 'we're looking at it, maybe, if the digital tea leaves align, and if it doesn't accidentally summon Cthulhu from the servers.' The technical hurdles can be real, absolutely. Consoles have fixed hardware, and pushing the FOV wider means rendering more on screen, which can impact performance. Still, after a successful opening weekend, one might hope for a slightly more concrete timeline.

And speaking of performance, this whole FOV kerfuffle isn't the only technical wizardry (or lack thereof) *Borderlands 4* has been grappling with. Over on PC, where players *do* have FOV sliders, the game has been facing its own backlash regarding overall technical performance. Players are reporting issues, and let’s just say it’s not exactly running smoother than a buttered Skag.

Randy Pitchford, perhaps sensing the rising tide of pixelated discontent, also jumped onto X over the weekend to tell PC players that they might just need to make some "graphical trade-offs" if they wanted those sweet, sweet high frame-rates. And then, he dropped a rather curious statement, suggesting that high frame-rates weren't, in a campaign-based looter shooter like *Borderlands 4*, the studio's top priority. "It's not a competitive FPS," he clarified.

Now, this is where my eyebrows start doing a little dance. While *Borderlands 4* certainly isn’t *Valorant* or *CS:GO*, does that mean smooth, high frame-rate gameplay isn't a priority for players in *any* game that isn't explicitly competitive? I reckon most gamers, regardless of genre, appreciate a crisp, responsive experience. A looter-shooter thrives on fast-paced action, dodging, weaving, and precise aiming – all things that benefit immensely from a high and stable frame-rate. It feels a bit like saying, "You don't *really* need a wizard staff that glows when you're just fetching groceries, do you?" when the whole point of being a wizard is the magic!

It’s a fascinating dichotomy: on one hand, Gearbox is acknowledging and responding to a very specific, player-driven request (FOV for consoles), showing a commendable level of attentiveness. On the other hand, their messaging around general performance, particularly on PC, feels a little… dismissive? It’s almost as if they’re saying, "We hear you about the motion sickness, but maybe don't complain so much about everything else."

The industry connection here is clear: player experience is paramount, and technical performance, whether it's FOV or frame-rate, is a massive part of that. In a world where games launch at full price and often feel like early access titles, transparency and genuine commitment to optimal player experience are gold. Gearbox has taken a positive step with the FOV response, but the wider narrative around *Borderlands 4*'s technical state is still a swirling vortex of 'wait and see.'

What would a curious gamer actually want to know? They want to know when they can play without wanting to hurl, and they want to know that the game they bought is running as smoothly as possible. While Gearbox's commitment to 'exploring' FOV sliders is a cautiously optimistic sign, the true test will be how quickly and effectively they implement these changes, and whether they can also address the broader performance concerns across all platforms. Until then, maybe keep a motion sickness bag handy, just in case. Or perhaps, just stick to the PC version if you can, where at least your FOV is your own domain. And let's hope those frame-rates get the magical optimization spell they deserve, eh?

Tags: Borderlands 4, FOV, Console Gaming, Gearbox, Game Development

Original article: Eurogamer