16:9 in CSGO is totally f'ed
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- Posts: 31
- Joined: 30 May 2014, 15:45
16:9 in CSGO is totally f'ed
I noticed this when I was testing the blur reduction on my XL2411Z.
Look at the size of the blue box in these images:
1. https://i.imgur.com/BBb39cd.jpg
2. https://i.imgur.com/Y29UYAE.jpg
The closer an object gets to the edge of the screen, the larger it gets. This means that everything is constantly changing sizes... What a nightmare...
Is this a problem with the game coding/fov scaling?
fov_cs_debug seems to be the only command that controls the fov, but it's cheat protected. When using sv_cheats 1, lower fov settings reduce the problem. 90 is default for 16:9 resolutions, 75 or even 60 are a lot better. People on the steam forums said that a setting of 90 actually results in a 106fov.
Is there anything I can do to fix this besides play on 4:3 resolution (which it still happens on, just less so)? Do you guys not notice this?
Look at the size of the blue box in these images:
1. https://i.imgur.com/BBb39cd.jpg
2. https://i.imgur.com/Y29UYAE.jpg
The closer an object gets to the edge of the screen, the larger it gets. This means that everything is constantly changing sizes... What a nightmare...
Is this a problem with the game coding/fov scaling?
fov_cs_debug seems to be the only command that controls the fov, but it's cheat protected. When using sv_cheats 1, lower fov settings reduce the problem. 90 is default for 16:9 resolutions, 75 or even 60 are a lot better. People on the steam forums said that a setting of 90 actually results in a 106fov.
Is there anything I can do to fix this besides play on 4:3 resolution (which it still happens on, just less so)? Do you guys not notice this?
Re: 16:9 in CSGO is totally fucked
This is normal. It's called "fisheye effect" and is caused by the monitor being flat. In order to get rid of fisheye effect, you'd need a concave screen. Since screens aren't concave (yet?) the image needs to be mapped somehow anyway. "Warping" it is the most widely used solution.
This much FOV is actually wanted, otherwise you get the feeling of wearing horse blinders in the game, which would be nauseating and annoying. When you reduce the FOV, you don't just lose horizontal FOV, but vertical also. The whole view feels "zoomed in". The closer you are to the monitor, the wider an FOV you need in order for it to not feel unnatural. Console games get away with narrower FOVs because people sit further away from their TV compared to the distance PC users sit away from their monitor.
A FOV of 90 is used in the 4:3 area of the screen. A 16:9 monitor adds more stuff to see to the sides, so the total FOV is 106. This is also normal and wanted. Imagine if you have 4:3 monitor and you can magically stretch it to the sides. What would you want to happen when you do this, see more of the world or less? Because if you keep the FOV constant, you zoom-in; you would see the same amount as before horizontally, but much less vertically.
This confuses some people, so there are games out there that switched to using vertical FOV instead, which doesn't change with the aspect ratio. A vertical FOV of 74 translates to a horizontal FOV of 90 in 4:3 and 106 in 16:9.
This much FOV is actually wanted, otherwise you get the feeling of wearing horse blinders in the game, which would be nauseating and annoying. When you reduce the FOV, you don't just lose horizontal FOV, but vertical also. The whole view feels "zoomed in". The closer you are to the monitor, the wider an FOV you need in order for it to not feel unnatural. Console games get away with narrower FOVs because people sit further away from their TV compared to the distance PC users sit away from their monitor.
A FOV of 90 is used in the 4:3 area of the screen. A 16:9 monitor adds more stuff to see to the sides, so the total FOV is 106. This is also normal and wanted. Imagine if you have 4:3 monitor and you can magically stretch it to the sides. What would you want to happen when you do this, see more of the world or less? Because if you keep the FOV constant, you zoom-in; you would see the same amount as before horizontally, but much less vertically.
This confuses some people, so there are games out there that switched to using vertical FOV instead, which doesn't change with the aspect ratio. A vertical FOV of 74 translates to a horizontal FOV of 90 in 4:3 and 106 in 16:9.
Steam • GitHub • Stack Overflow
The views and opinions expressed in my posts are my own and do not necessarily reflect the official policy or position of Blur Busters.
The views and opinions expressed in my posts are my own and do not necessarily reflect the official policy or position of Blur Busters.
Re: 16:9 in CSGO is totally fucked
this is the correct and intended behavior in any 3d game being shown on a 2d display
let's just say that if you sit so that your fov of your physical screen is the same as the player's fov ingame, you won't notice anything weird
here's an image to think about: www.real3dtutorials.com/images/img00006.jpg
let's just say that if you sit so that your fov of your physical screen is the same as the player's fov ingame, you won't notice anything weird
here's an image to think about: www.real3dtutorials.com/images/img00006.jpg
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- Posts: 31
- Joined: 30 May 2014, 15:45
Re: 16:9 in CSGO is totally fucked
I don't understand why they can't just add more stuff on when the monitor gets wider (IE: from a 4:3 monitor to a 16:9) without destroying size consistency.RealNC wrote:Imagine if you have 4:3 monitor and you can magically stretch it to the sides. What would you want to happen when you do this, see more of the world or less? Because if you keep the FOV constant, you zoom-in; you would see the same amount as before horizontally, but much less vertically.
I guess I'd rather have the top cut off. Because this is terrible in my opinion.
Not sure why it's intended... it's pretty awful. Least they could do is enable a fov range that's not cheat protected to allow us to cut off the top of the screen rather than warp the image...flood wrote:this is the correct and intended behavior
Re: 16:9 in CSGO is totally fucked
it's what you'd get if you use a perfect lens without distortion on a camera
sit closer to the screen and see how it feels
it is possible to reduce the effect, but then valve would get a bunch of people crying about how lines are curved and how that screws up aim and whatever
you might as well play 4:3... easier to look at radar and stuff
sit closer to the screen and see how it feels
it is possible to reduce the effect, but then valve would get a bunch of people crying about how lines are curved and how that screws up aim and whatever
you might as well play 4:3... easier to look at radar and stuff
Re: 16:9 in CSGO is totally fucked
You can actually move the radar (the HUD in general) to a 4:3 position on the screen while playing in 16:9. It's what I use nowflood wrote:you might as well play 4:3... easier to look at radar and stuff

There's an option for it in-game (Video settings, HUD size.) Here's how it looks like:
http://cloud-3.steampowered.com/ugc/333 ... B0F4B426D/
Notice that all HUD elements aren't on the far left/right anymore. They're in a position closer to the center, almost as if I was running 4:3 (I didn't want them too close to the center.)
Steam • GitHub • Stack Overflow
The views and opinions expressed in my posts are my own and do not necessarily reflect the official policy or position of Blur Busters.
The views and opinions expressed in my posts are my own and do not necessarily reflect the official policy or position of Blur Busters.
Re: 16:9 in CSGO is totally fucked
But this is what happens, and this issue happens in all games.MaximilianKohler wrote: I don't understand why they can't just add more stuff on when the monitor gets wider (IE: from a 4:3 monitor to a 16:9) without destroying size consistency.
In CS:GO the vertival FOV is constantly 75 regardless of what resolution you are playing at. But since not all screens have the same aspect ratio they have to increase horizontal FOV to fit. 4:3 = 90 horizontal FOV, 21:10 = 100 horizontal FOV & 21:9 = 106 fov
You can try this out: http://www.rjdown.co.uk/projects/bfbc2/ ... ulator.php
This occurs in all games for wider aspect ratios.MaximilianKohler wrote: I guess I'd rather have the top cut off. Because this is terrible in my opinion.
It's intended because there isn't really any other way around it. The game is seeing the world from a 'point of origin' or it's eye, for lack of a better term, in 3D and we are looking at it on a 2D screen.MaximilianKohler wrote: Not sure why it's intended... it's pretty awful. Least they could do is enable a fov range that's not cheat protected to allow us to cut off the top of the screen rather than warp the image...
Re: 16:9 in CSGO is totally fucked
well technically there is a way around it (curve the viewport. see http://www.real3dtutorials.com/images/img00006.jpg), but I believe that it would be computationally expensive and be more annoying than helpful, since lines will get curved and stuff.DICKTracy wrote: It's intended because there isn't really any other way around it.
long story short: objects in the side of the creen appear larger because your eyes are further from the side of the screen.
Re: 16:9 in CSGO is totally fucked
While you are technically correct (the BEST kind of correct!) it would involve changing the way the engine works, so you would probably need to build it from scratch and it's much more likely that the issue will just be more likely "fixed" with a curved screen (for the hardcore people that this will annoy).flood wrote:well technically there is a way around it (curve the viewport. see http://www.real3dtutorials.com/images/img00006.jpg), but I believe that it would be computationally expensive and be more annoying than helpful, since lines will get curved and stuff.
long story short: objects in the side of the screen appear larger because your eyes are further from the side of the screen.
I would probably have been better off to use the word "infeasible" in place of "unavoidable". It's not unavoidable, but it would require a whole lot more effort than it's really worth. Not to mention that it would involve changing how engines are made (I'm assuming).
And as you said, it's creating a new problem to do with computational expense. Would be nice to see it done though, don't get me wrong, I'm all for innovation!
