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Streched Resolution - Vertical Sensitivity

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Hi,

 

I dont know if anyone can help...

I want to experiment with streched resolution (2304x1440) in some games  (csgo, pubg, fortnite, BFV). Will changing the resolution affect my vertical sensitivity? and if so how do i fix this?

If anyone could help that would be great, thanks!

 

 

 

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On 20/05/2022 at 07:22, cz1234 said:

Hi,

 

I dont know if anyone can help...

I want to experiment with streched resolution (2304x1440) in some games  (csgo, pubg, fortnite, BFV). Will changing the resolution affect my vertical sensitivity? and if so how do i fix this?

If anyone could help that would be great, thanks!

 

 

 

yes streched res will not allow you to match both axis, making both the axis you cant match, as well as any kind of diagonal movement off when matched with native res.

so unless you can and or want to use stretched for every single game / program you use + your desktop it will just limit your overall ease of use with no actual benefit given in return 

tbf i have used stretched res in the past and can pretty reliably say that its not necessary to play high level fps games, mostly a matter of preference just like black bars

 

 

 

┬┴┬┴┤(・_├┬┴┬┴┬┴┬┴┤ ͜ʖ ͡°) ├┬┴┬┴

 

Depends what you mean by "sensitivity".

You are changing the relationship between x and y within screen space, so the perceived sensitivity will change (if you judge it by monitor distance or focal length) on one axis vs the other, but the 360 distance will remain the same on both axes (unless a game actually ties sensitivity with resolution, which is extremely rare)

  • Author
53 minutes ago, TheNoobPolice said:

Depends what you mean by "sensitivity".

You are changing the relationship between x and y within screen space, so the perceived sensitivity will change (if you judge it by monitor distance or focal length) on one axis vs the other, but the 360 distance will remain the same on both axes (unless a game actually ties sensitivity with resolution, which is extremely rare)

Thanks for the reply!

I'm honestly not sure something 'feels' off though, im open to suggestions of how i can make this feel more normal?

 

Edited by cz1234
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1 hour ago, fortunate reee said:

yes streched res will not allow you to match both axis, making both the axis you cant match, as well as any kind of diagonal movement off when matched with native res.

so unless you can and or want to use stretched for every single game / program you use + your desktop it will just limit your overall ease of use with no actual benefit given in return 

tbf i have used stretched res in the past and can pretty reliably say that its not necessary to play high level fps games, mostly a matter of preference just like black bars

 

 

Cheers for the reply, is changing the vertical sensitivity something i could look at?

 

I'm just not sure how i would go about calculating this?

7 hours ago, cz1234 said:

I'm just not sure how i would go about calculating this?

The calculator does it for you. But for example, let's say you wanted to maintain the focal length scaling (i.e image velocity at screen centre).

If you wanted to play 4:3 stretched at a native 16:9 horizontal FOV of 90, first find the FOV's at each aspect ratio (assuming the vertical portion is fixed with Hor+ scaling).

We know the 16:9 horizontal FOV, so we can get the vertical FOV by doing 2atan(tan(horizontalFOV/2) * 9/16) * 180/pi, which is 58.72
 
We can get the new 4:3 horizontal FOV you are "stretching" by doing the reverse; 2atan(tan(verticalFOV/2) * 4/3) * 180/pi, which is 73.74

Focal length scaling is tan(fovA/2)/tan(fovB/2). So if we do tan(90*(pi/180)/2)/tan(73.74*(pi/180)/2) we get 1.333. In other words, your horizontal sens is now 1.333x faster than the vertical by "focal length" after the stretching. So you would just divide your horizontal sens by 1.333 (or multiply the 360 distance by 1.333) for the same focal length scaling on both axes (or do the opposite to the vertical to increase the sens on that axis instead).

This will of course result in a different 360 distance for each axis, but the "tracking speed" at screen centre will now be the same for both.

If you wanted to do a monitor distance instead, you would just plug in the monitor distance formula to the above process.

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