Camera¶
Where the camera is, how it moves, and what it can see.

DuckCam takes over the game's real camera, so Tarkov's own post-processing, level of detail, culling and streaming all follow it. What you see is what the game renders.
Camera Type¶
| Type | What it does |
|---|---|
| Free | Fly anywhere with WASD, R/F and the mouse |
| Orbit PMC | Circle around your character; the mouse orbits, the wheel changes the distance |
| Tripod | The camera stays put; you only turn it |
| First Person | Ride at a character's eyes (pick who below) |
View From A Player¶
Watch any player or bot through their own eyes, or orbit them.
- Player: pick someone from the list (nearest first).
- Press Their Eyes for first person (their head is hidden so it doesn't block the view) or Orbit Them for third person.
- In a live session they keep moving and the camera follows. While frozen they hold still.
Lens¶
| Row | What it does |
|---|---|
| Field of View | How wide the camera sees. The mouse wheel changes it too |
| Rotate | Roll the camera (tilt the horizon) |
| Horizon Lock | Keeps the horizon level while you fly |
| Near Clip / Far Clip | How close and how far the camera draws. Lower Near Clip to get very close to a face |
Limits¶
| Row | What it does |
|---|---|
| Movement Radius | How far the camera may go from your PMC: 100 to 1000 m, or Unlimited |
| Collision | Off flies through walls, Soft slides along them, Strict stops at them |
Detail and culling¶
| Row | What it does |
|---|---|
| LOD Boost + LOD Distance Factor | Keeps high-detail models further away. Good for wide shots |
| BSG Culling Off | Stops the game hiding objects it thinks are out of view. Try it if things pop in or vanish |
| Interior Culling | Shows whether the indoor culling follows the camera (it does by default) |
Bookmarks¶
Nine camera spots you can jump between. - Click an empty slot to store the current camera spot there. - Click a filled slot to jump back to it. Shift+click overwrites it. - Keys: Alt+1 to Alt+9 jump, Alt+Shift+1 to Alt+Shift+9 store.
Bookmarks last for the current raid. To keep camera positions, use scene presets or paths.