Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

[CS1.6] Resolution / Aspect Ratio scaling. #1978

Open
skylit opened this issue Feb 11, 2013 · 10 comments
Open

[CS1.6] Resolution / Aspect Ratio scaling. #1978

skylit opened this issue Feb 11, 2013 · 10 comments

Comments

@skylit
Copy link

skylit commented Feb 11, 2013

  • Proper Hor+ scaling on widescreen. This is more of a personal request that while isn't "needed" will help overall perception between 5:4, 4:3, 16:10, and 16:9.. or even 21:9 in future. This is standard on source and current alternative engines that are horizontally scaled.

Ex:
90 fov on 16:9 = 106.26~
90 fov on 16:10 = 100.39~
90 fov on 4:3 = 90
90 fov on 5:4 = 86.3

  • Old issue with default_fov command:

Right now default_fov is locked at 90 in the current CS release(s). This command can be set to any value in HL/TFC

Under normal circumstances, sensitivity doesn't change when properly scaled to the correct FOV (HL/TFC), though since 1.6 is "locked" on screen, the effects of sensitivity when using an alternative "default_fov" value get translated regardless. (Even if the screen is still displaying 90 across multiple aspect ratios)

If not changed in anyway or form, at least find a way to lock this to prevent sensitivity issues.

  • I'm not technically asking for FOV to be "unlocked", rather to fix an old bug that got over looked (relating to default_fov). On the other hand, I am asking for the the same type of scaling found in every other modern shooter as the game is currently more enjoyable at 1440x1080 than native 1920x1080 (Screen gets cut off at top and bottom).

On Quake live and Call of duty 2 or beyond (Quake 3 roots) I believe alternative 16:9 and 16:10 scaling is locked based on the specific aspect ratio you choose. QL specifically had an "r_aspectratio" command implemented when porting from Quake 3.

  • Examples of Hor+ scaling on source engine.

1280x720 16:9

http://cloud-2.steampowered.com/ugc/576728807216337194/E3792478D3794E3B4E0B9C56AB769D94F9B5D613/

1280x800 16:10

http://cloud.steampowered.com/ugc/576728807216347955/DBE9E42453D1D891A5F915DD5BD2C18EE1838C40/

1280x960 4:3

http://cloud.steampowered.com/ugc/576728807216348439/9E1EFE3A3F2E4D13889E8124C46DD2528B64A9F3/

1280x1024 5:4

http://cloud-2.steampowered.com/ugc/576728807216348814/2A32402094BF243C85343EA95F91B23A9330684E/

@ghost ghost assigned alfred-valve Feb 11, 2013
@MrSchism
Copy link
Member

First of all, please post only one issue (bug/feature request) per post. Regarding two of your issues:

Raw input is a duplicate of a few bugs/requests, including #732 and #1400.

Crosshair size was brought up in #1006.

@skylit
Copy link
Author

skylit commented Feb 11, 2013

Sorry. Ill erase both raw input and crosshair size.

@MrSchism
Copy link
Member

No worries. The one request/report per issue thing is mostly to make sure that it gets tracked, handled, and closed in a granular manner.

@AnAkkk
Copy link

AnAkkk commented Feb 11, 2013

Resolution/Aspect Ratio scaling is most likely a duplicate of ValveSoftware/steam-for-linux#1434
The problem, as I said in the other issue though, is that widescreen users got an advantage with higher FOV.
An other problem, is that you can probably see through walls if your FOV is high enough, as in Source engine. See: https://www.youtube.com/watch?v=hH2nkAQX9d0

@skylit
Copy link
Author

skylit commented Feb 11, 2013

I don't really see higher FOV (within reason) as an advantage if locked to a specific base value as it is in source, though I am or was aware that this could be abused in CSS if resolution is set well beyond that capable of the average user.

To mimic the Eyefinity setup above, you would need to set your resolution to 1280x240 or 1920x360 (assuming 5760x1080), though you technically need to modify registry and or set custom resolution values via nvidia CP. Honestly, even on source, I wouldn't want to play on that. Distance between width and length would feel quite silly.

If a concern, there's always an optional way to avoid such by locking scaling to specific aspect ratio as it is in it's quake siblings. 4:3 r_aspectratio "0" > 16:9 r_aspectratio "1" > 16:10 r_aspectratio "2".

In reference to CS1.6, I tried an alternative high FOV value on TFC and Half life. I can't see through walls, though the issue may still be present if true hor+ scaling is implemented. I don't really know, though technically a different engine

In the end, there's still the matter of "default_fov" scaling sensitivity as it would by changing FOV. The problem relates to the command being screen locked to 90. Suppose just removing the command would be a "simple fix".

I understand the legacy that CS1.6 has/had, though it's not like improving one minimal aspect of the game will make much of a difference in competitive play. Other games that have allowed such modification still have professional players using default.

@AnAkkk
Copy link

AnAkkk commented Feb 11, 2013

It's not locked in Source (if you are talking of the resolution fov thing). A lot of people mess up with their resolution to gain a higher fov, mostly competitive players.

@skylit
Copy link
Author

skylit commented Feb 11, 2013

CS:S and CS:GO both have an inherit locked FOV value of 90 (which cant be changed) though implement Hor+ scaling which can change FOV based on aspect. A bunch of modern titles implement similar scaling.

The default FOV value (90) is from early Quake. Of course based on 4:3 resolution.

Again, I'm partial to disagree. Otherwise you would see the top few CSGO teams on 16:9 instead of the more dominant 4:3 res. I assume the objective is winning.

@AnAkkk
Copy link

AnAkkk commented Feb 11, 2013

Well, I don't know, maybe it's not as known in CSS/CS:GO as it is in TF2. A lot of TF2 competitive players do know about wider resolutions giving more FOV and they do use it.

@MrSchism
Copy link
Member

Competitive TF2 players know about it; the best TF2 players don't care about it.

@ghost ghost self-assigned this Feb 11, 2013
@Dasani
Copy link

Dasani commented Feb 13, 2013

I like the idea skylit presented in his OP. I wish I could put into words my thoughts on stuff like this but I'll just say that I really hope to see this in a future GoldScr engine update.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

No branches or pull requests

6 participants