Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
First of all, you can scale the game up in 4:3. I play on a large TV, I have a huge like 30" crt monitor in front of me basically.
Widescreen is not natural for a shooter like CS 1.6. This game has a shark vision, and the primary weapon is adjusted and tilted for 4:3 not widescreen.
Widescreen breaks the game because by increasing FOV, you give an advantage in many locations. This makes 4:3 less competitive.
There is absolutely no reason for widescreen to exist in cs 1.6, it makes zero sense. You can play 4:3 with black bars on the side, and it is highly enjoyable and preferable. The game is designed to be looked at this way.
I've stated facts not opinion.
First of all I am being forced, the game will work different facing widescreen users.
This is not a quality of life improvement. The game is not designed for widescreen and becomes broken in widescreen.
It's called being an artist and understanding the medium. Guys like you are totally clueless, you have no idea how little you know. You're why modern gaming is a joke, because instead of looking back with reverence, you're snot nosed punk and you think everything newfangled is automatically better.
Widescreen is a joke and does not belong in Counter-Strike at all. This problem is no different then when widescreen came out on DVD, and they stopped providing the 4:3 version, so everyone on a 4:3 set was forced to have black bars top and bottom. It was another snot nosed punk idea.
Gaming is a medium, and there are rules. If you want Counter-Strike to thrive and survive, you need to be incredulous towards every deviation away from the original medium. You lose way more than you gain by incorporating widescreen, because the dynamic of fighting around corners is radically different between 16:9 and 4:3 aspect ratio'd players.
4:3 is objectively better looking from an artistic point of view. A low IQ individual will only concern themselves with filling every pixel on their monitor. The aspect ratio the game is presented in changed your mind and your vision and how they focus and work together. There is a lowered bandwidth of the mind in 4:3 when it comes to pattern recognition. 4:3 is the original and truest aspect ratio of film, and when doing level design everything in Counter-Strike was built and framed around the 4:3 aspect ratio.
This is way more significant than people realize. Widescreen in Counter-Strike is a real physics problem, I can actually measure it lowers the perceived quality of the game. It is presumptuous that widescreen is better because it fits the monitor. The monitor was shaped to support widescreen movies. It is illogical to think you can transposition from film to game in aspect ratio, that is in fact a conversion not a transposition because there is information loss. In physics terms, when you use widescreen, you are adding more noise to a signal that you are required to decode.
I cannot stress how bad of a game Counter-Strike 2 is compared to CS 1.6. Valve needs to hire a poet, because the physics problem can be taught to be in philosophy. You cannot go from 640 x 480 resolution to 4k resolution without a consequence, because it is a conversion which means it loses information. Every conversion in physics diffuses so you never get 100% efficiency, however with transposioning you do not lose any information. This is the changing of one frequency into another, like heat energy converted into acoustic sound waves.
If you're going to increase the resolution, you're losing jaggies, you're losing dithering, you're losing floating point inaccuracy, the principles of fog change, the importance of framerate changes, motion blur suddenly becomes a thing, and light theory changes and we are now in totally complete fullbright maximum lambert environments. And all of this is done by engineers without any oversight from a poet or philosopher or psychologist or anything.
Then these same destructive people turn around and try to update a 25+ year old game in a very narcissistic way. They changed the engine limits to suit their new maps, but they waited to change the engine limits after their maps were completed. For the past 10+ years everyone has to deal with this problem in their own personal way. Valve naturally couldn't tolerate the limit and removed it for themselves, but they so neglectfully left the limit imposed onto all of us for years.
Valve needs to be a better Steward. They need to hire culturally relevant people, not technically proficient people. The engineers working at Valve are tone deaf. They need to be told about the history of things and where we came from. They need in contention with an artist who actually cares about the medium.
There is no excuse for doing this after 20+ years.
I never used ChatGPT I think you're a troll.
a TV is 16:9
How am I mentally ill when you don't have the slightest clue what you're talking about?
As I mentioned earlier, even the weapons in the game are tilted specifically for 4:3 aspect ratio and it looks weird in widescreen.