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
**EDIT nvm it seems all udk 4 games are the second kind
general question: There are sooo many games out there that are still based on the old source engine/quake code. Why do we even have to use converters and don't stick to the old algorithm? I thought the sensitivity code is universal...
and no, there's hundreds out there, based on what's called "yaw" which is usually a number set to calculate sensitivity.
As in if your FOV is say 90 and your aspect ratio is 4:3 and you change it to 16:9 then your FOV will really be 105?
Thanks mate! I'll keep that in mind when adjusting FOV.
I know this is an old topic but I just want to know if this is a UE4 thing or a decision from the developers.