Randy Pitchford Addresses Borderlands 4 and Console FOV Slider Concerns
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- September 14, 2025
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The echoes of Pandora's unique brand of mayhem are always lingering, and for many, the ultimate dream is a new mainline entry: Borderlands 4. Gearbox Software's CEO, Randy Pitchford, recently chimed in on the fervent fan discussions, offering a glimpse into the studio's future while also shedding light on some persistent player frustrations.
Addressing the highly anticipated sequel, Pitchford confirmed what many fans hoped: "Borderlands 4 is the big one that everyone dreams of." However, he quickly tempered expectations by reiterating Gearbox's immediate focus.
Currently, all hands are on deck for the upcoming fantasy-themed looter-shooter, Tiny Tina's Wonderlands. While Borderlands 4 remains a tantalizing prospect, it's clear it isn't the studio's present priority, suggesting fans might need to practice a little more patience before diving back into the core Borderlands universe.
Beyond future sequels, Pitchford also tackled a long-standing point of contention for console players: the absence of a Field of View (FOV) slider in Borderlands 3.
For PC gamers, adjusting FOV is a common setting that significantly impacts gameplay immersion and comfort. Console players have often voiced their desire for this feature, and Pitchford acknowledged their valid complaints.
"There's some dreams I have where it's possible," he mused, indicating that the desire to implement such features is there.
However, he quickly moved to explain the complex technical hurdles. Implementing an FOV slider isn't as simple as flipping a switch, especially for a game like Borderlands 3, which was built without this functionality in mind for its console versions. Increasing the FOV means the game engine has to render more of the environment on screen simultaneously.
On the more limited hardware of base consoles, this can lead to significant performance drops, impacting frame rates and overall gameplay fluidity – a compromise Gearbox was unwilling to make.
Pitchford emphasized that "sometimes there's a really good reason" for certain design decisions, even if they seem counter-intuitive to players.
These reasons often boil down to ensuring a stable and enjoyable experience within the constraints of the target hardware. The good news is that these lessons are not lost. Future titles, including Tiny Tina's Wonderlands and potentially Borderlands 4, can be designed from the ground up with such features in mind, allowing for better optimization and implementation without sacrificing performance.
While Borderlands 4 may still be a distant "dream," and an FOV slider for Borderlands 3 on consoles remains unlikely, Pitchford's candid explanations provide valuable insight into the world of game development.
It highlights the constant balance between player desires, technical feasibility, and the vision developers hold for their games, offering a hopeful outlook for what Gearbox might achieve in future titles.
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