IMOVIE 10.1.4 CHANGE ASPECT RATIO UPGRADE
With changing the m_yaw (horizontal mouse axis) correctly a circle remains a circle.Ĭhanging m_yaw means technically that you upgrade your 4:3 screen to a 16:9 screen. To get rid of the counterintuitive rectangle grid you need to lower your sensitivity on the X-axis. So if you change this grid, movement becomes counterintuitive. Your brain got this ancient memory about how a circle has to be created. You are able to paint circles since kindergarten. This and only this is what messes with your muscle memory. This means, this circle you create with your mouse in reality becomes a visualised oval on screen. If you stretch the picture on the X-axis, you'll stretch the grid so the squares become rectangles. This grid is also related to the visual picture. The positioning of the crosshair/mouse is related to a grid, so every position got its X- and Y-coordinates which are little squares even smaller then the displayed pixels. It changes the distance on screen though, but this is nothing you can take into account, since in this case real world physics are completely unrelated to the physics of the game. Stretching the aspect ratio doesn't change the distances and the time a model needs to pass ingame. To be accurate you need to seperate the ingame distance and the distance which is determinded by the size of your screen. Pure logic tells me, that this means faster is not a thing when you stretch your resolution. Since everything is stretched, the bigger moddel is visible for the same amount of time (since it is bigger!). The time the model needs to pass the gap stays at 0.25 seconds. If you stretch your 4:3 aspect ratio into a 16:9 picture, it changes the visual width of the gap and the model.īut this happens just on your screen. So you need inhuman reactions to kill the CT inside the gap. A 65units gap can be passed in 0.25 seconds with the knife out. Let's say the gap between the doors is 65units wide. Imagine a CT passing mid doors on de_dust2. This claim is not 100% accurate and leads to a couple of questions Its pretty shitty if you are used to 16:9. Your mouse moves normally on the x-y axis, but side movements of enemies are still faster, thus making everything not match with each other. Not only does it fuck with muscle memory, but it has other negatives aswell. Why is everybody afraid to change to stretched? If the pixel is bigger, you don't even need your glasses anymore. If one pixel changes color behind a small gap, it's unlikely to notice it. Anyway, vertical flicks are easy enough since models aren't squares and by default bigger in higth than in width. This is exactly what the game does when stretching.Īgain, regular 16:9 just wideness the FOV so you see more to your sides which is missing in every of the lower samples in the screenshots since they are at 5:4.įlicks are more likely to happen on the horizontal axis. They got pasted twice and just stretched from 5:4 in a 16:9 screen. Why stretched? / Why not regular 16:9 or 4:3 with black bars? No black bars involved!īecause the visual difference with black bars between 16:9 and 4:3/5:4 is only a matter of how wide your FOV is. The following is only about stretched resolution. Lately some threads about aspect ratio came up, about the pros and cons of stretched and regular 16:9, about how it effects your aim to stretch the aspect ratio.īy reading the comments I've seen a lot of confusion and wrong thougts and conclusions.īefore I get into detail I need to say that personal preference is quite a big deal within this topic, since different people prioritise different things.Īnyway, my explanation will lead to the conclusion that stretched is the better choice, just by the help of pure logic. Lillördag w/ stargathers!? Storygame senar. HEY BUENAS TARDES !skinclub 4,363 bysTaXxįPL !qna & Premium = Tilting & Trolling. Subreddit Rules Message Moderators Official CS:GO Blog Discord