Posted by Makie @ 16:51 CST, 15 November 2014 - iMsg
okay guys help me to set up the same sens in cs go as in ql i use 3.5 and fov 95 and in cs it just feels different i believe its cuz of fov. so how should i calculate this shit to feel the same as in ql on that cs go fov. THANKS
Yes, which is what games like csgo and ql use as fov settings still. wider resolutions just add more horizontal fov on top of that without changing the vertical fov.
https://www.youtube.com/watch?v=ozQbWdqXzkc skip to about 2:40 You can see that the fov does change when you switch from 16:9 to 4:3. I am not 100 percent sure what fov 16:9 and 4:3 are but again what I read was they are 90 and 74.
You can use the sens values I have calculated for you in any aspect ratio.
It's just that I used 4:3 as a reference in my calculations, of course even though the sens is technically the same your horizontal sens will feel higher on a wider aspect ratio, but that's because you see more information moving on the screen.
if the 4:3 aspect ratio fov is 90 then:
3.5 * arctan(0.75*tan(90/2)) / arctan(0.75*tan(95/2)) = 3.284~ (This one is correct according to pierrow's statement)
IMO if you use IMO too often (just IMO) it may (or may not) be sign of deep (#nohate #IMO) retardation.
But it's just my opinion.
#onlygodcanjudgeme
#canteven
I lowered my sens a lot to play csgo and it has made my rail better and overall accuracy better, but I can't lg battle as well because I have to physically move my arm more. I don't play with accel though.
Yes, CS:GO or rather source engine FOV values are usually as far as I know horizontal and referenced to 4:3, so 90 @ 4:3 will have a vertical fov of 74, and 103 @ 4:3 would be something like 88.
In TF2 if you set the fov in the console to 90 you will get 90H 74V on a 4:3 aspect, but if you set your aspect ratio to 1:1 it's now 74H 74V, or 16:9 106H 74V.
Basically, the system is stupid'
Both games refer to 4:3 Horizontal values in the console when changing FOV settings.
So you would basically find your vertical FOV for 95H @ 4:3 and 90H @ 4:3.
And then divide the base the CS vert FOV by the QL vert FOV.
CS has 74 Vert FOV, your QL settings have 79 Vert FOV (roughly, it looks like +5 degrees but it isn't exactly)
I explained a bit more in the post above, this getting a bit too komplikat for be to barsed to type out with my phone, but
tl;dr : games handle fov these days in a stupid way and that formula aims to deal with it, it's basically QL's zoom alg modified.
Yes, what you really want is the vertical FOV because it's what should govern depth perception for the most part, it's really a combination of both horizontal and vertical FOV but since screens just get wider you want to keep the vertical FOV of any given game constant and increase horizontal FOV values, so any FOV value you enter in to the console doesn't necessarily represent what is on the screen because there are two values, ideally all games would just allow you to input vertical FOV and would automatically scale horizontal FOVs but as far as I know only ARMA does that.