Aimlabs
ganjafiut Mar 9, 2024 @ 6:36pm
what is the default horizontal fov in cs2 on 16:9?
when i try to google it i get very vast and different answers
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Showing 1-6 of 6 comments
Drimzi Mar 11, 2024 @ 10:22am 
The fov value is 90, regardless of aspect ratio.

The full rendered horizontal fov is not something you have to manually figure out as that is not what you set inside of CS2 or Aimlabs.

If you want to see the actual rendered fov, you can enable Advanced Fov options at the bottom of the Aimlabs settings menu. If you have the fov set to 90, then it should show ~73.74 vertical, ~106.26 horizontal, ~113.66 diagonal for 16:9.

The fov in CS2 can’t be changed without a console command, cs_fov_debug, which is considered a cheat so it only works when sv_cheats is turned on.
ganjafiut Mar 11, 2024 @ 10:42am 
thank you, does the sensitivity stay the same in cs if i switch from 16:9 to 4:3?
Drimzi Mar 11, 2024 @ 2:50pm 
The sensitivity doesn't change.

If all you're doing is cropping the sides off (black bars) then you don't need to worry about anything.

If you're stretching a 4:3 resolution to fullscreen (16:9), then it's going to appear 1.333x faster horizontally (because you're looking at a stretched image) even though the cm/360 hasn't changed.

If you want to decrease the horizontal sensitivity when stretched, you can do this by changing the m_yaw. Divide the original 0.022 value by the stretch amount (1.333) to get 0.0165. Doing this will change your cm/360, so if you switch back to unstretched, which involves setting m_yaw back to 0.022, then your mouse swipes to turn corners and do 180s is going to be messed up.

If you want vertical and horizontal to feel the same without changing the cm/360, then you can increase the vertical sensitivity instead using m_pitch. Multiply the original 0.022 value by 1.333 to get 0.02933. It's going to feel 1.333x faster horizontally and vertically compared to unstretched. When you unstretch and change m_pitch back to 0.022, your grenade throwing is going to feel messed up.

Considering you are looking at an image that is stretched horizontally, it kinda makes sense to leave everything alone as it should naturally feel faster horizontally when it's stretched, and feel normal when unstretched.
venik^ May 1, 2024 @ 12:37am 
Originally posted by Drimzi:
The sensitivity doesn't change.

If all you're doing is cropping the sides off (black bars) then you don't need to worry about anything.

If you're stretching a 4:3 resolution to fullscreen (16:9), then it's going to appear 1.333x faster horizontally (because you're looking at a stretched image) even though the cm/360 hasn't changed.

If you want to decrease the horizontal sensitivity when stretched, you can do this by changing the m_yaw. Divide the original 0.022 value by the stretch amount (1.333) to get 0.0165. Doing this will change your cm/360, so if you switch back to unstretched, which involves setting m_yaw back to 0.022, then your mouse swipes to turn corners and do 180s is going to be messed up.

If you want vertical and horizontal to feel the same without changing the cm/360, then you can increase the vertical sensitivity instead using m_pitch. Multiply the original 0.022 value by 1.333 to get 0.02933. It's going to feel 1.333x faster horizontally and vertically compared to unstretched. When you unstretch and change m_pitch back to 0.022, your grenade throwing is going to feel messed up.

Considering you are looking at an image that is stretched horizontally, it kinda makes sense to leave everything alone as it should naturally feel faster horizontally when it's stretched, and feel normal when unstretched.

I'm using 90 FOV and all that on 1920x1080, but the targets look oval. And it doesnt feel 1:1 with cs2
nice
CapoFantasma97 May 5, 2024 @ 4:22pm 
Originally posted by venik^:
I'm using 90 FOV and all that on 1920x1080, but the targets look oval. And it doesnt feel 1:1 with cs2

90° FOV is, like every Source game, calculated on an horizontal 4:3 aspect ratio. Which would be roughly 106° for 16:9.

None of this matters however, because you should select the game in Controls and the default FOV (90) will be filled out for you.

If the targets are oval, you're probably using a stretched aspect ratio/improper resolution of some kind.
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Date Posted: Mar 9, 2024 @ 6:36pm
Posts: 6