Closed skylit closed 2 months ago
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.
Sorry. Ill erase both raw input and crosshair size.
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.
Resolution/Aspect Ratio scaling is most likely a duplicate of https://github.com/ValveSoftware/steam-for-linux/issues/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
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.
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.
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.
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.
Competitive TF2 players know about it; the best TF2 players don't care about it.
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.
The 25th anniversary update (December 2023 Half-Life / Counter-Strike build) improves widescreen support, including an "Allow widescreen Field of View" setting in Video options.
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
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.
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.
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/