RentQN
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SteamID64 76561197981789330
SteamID3 [U:1:21523602]
SteamID32 STEAM_0:0:10761801
Country Germany
Signed Up April 9, 2014
Last Posted April 17, 2017 at 11:27 AM
Posts 196 (0.1 per day)
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#26 Why would anyone use 4:3 stretched in TF2? in Q/A Help
sendRentQNsendaieraBecause you still want 90 vertical FOV /You are attached to the stigma that fov_desired 75 is inherently bad.it is inherently bad, are you retarded?
Why would you say that?
If you think 75 FoV is inherently bad, 4:3 is inherently bad aswell (less FoV aswell).

If you make claims like that without backing them up at all you just seem ignorant.
because you put yourself at a disadvantage because you see less in your peripheral vision. thought it was obvious

Sure, but you also make player models bigger and therefor easier to hit (also pretty obvious, isn't it?).
It has pros and cons, like the other dude said.

In QL for example there's no limit on FoV and pros use anything from 80 to like 120.
If smaller FoVs were inherently bad, players would just use the highest one available, so there's obviously a give and take.

Also, you said "you put yourself at a disadvantage because you see less in your peripheral vision", which also applies to using 4:3 res.
It seemed like you were using that argument to explain why people don't use lower FoVs instead of 4:3 stretched, which is a pretty bad explanation when "you put yourself at a disadvantage because you see less in your peripheral vision" is your only argument.

fahrenheitRentQNfahrenheitb4nny does it because hes always played games on 4:3

but also https://www.youtube.com/watch?v=9DzjKDJ-bX4

You didn't read my post either, did you?

you didnt read my post either where i answered your question on why b4nny does it
i explained why they do it, im not saying whether what they're doing is worth it or not

i didnt know this was a debate thread thickly veiled as a "why b4nny 4:3" thread

I said "you didn't read my post" because the link you posted explains the benefits of 4:3 stretched, which I already did in my first post.

posted about 7 years ago
#22 Why would anyone use 4:3 stretched in TF2? in Q/A Help
tojoshorasThere's no real need in making models bigger in TF2 (unless you main amby Spy or something) imo.I've found all hitscan to be more comfortable due to the seemingly larger model (especially scout vs scout and sniper). I personally also like it because I can use 20inch 360 without it feeling ridiculously low. On 16:9 that sens feels impossible to play with on soldier but on 4:3 stretched it feels much faster (due to lower fov?? Idk it could be placebo) and more comfortable.

It kinda is placebo.
The degrees turned per mouse moved is the same with both stretched and not stretched, so it doesn't actually increase your sens in any way.
However your X-axis gets stretched, while your Y axis doesn't.
As a result horizontal mouse movement appears faster, because your crosshair moves a larger distance on the screen (it's still the same distance as far as degrees turned goes, it's just that that distance is optically stretched).

That's also the reason for the problem I described above: while your X- and Y-axis sensitivity stay the same, your X-axis sensitivity feels faster, while your Y-axis sens stays the same.
That can screw with your muscle memory, since it doesn't work just off of hand movement but with your brain learning which movement of your hand translates into what movement on your screen, and the latter visually changes.

bearodactyli thought 4:3 sacrificed horizontal fov for more vertical fov whereas fov_desired 70 just decreases fov both vertically and horizontally

Nah. Vertical FoV stays the same, horizontal FoV is decreased.
When you use 4:3 NOT stretched you'll just have the left and right side of your screen cut off (horizontal FoV) by black bars, while the image within the black bars stays exactly the same (so vertical FoV doesn't change).
You're right tho that fov_desired <90 decreases both your horizontal and vertical FoV, while stretched only sacrifice horizontal FoV.

However, I'd argue that horizontal FoV is a lot more important than vertical, so if you gonna sacrifice either you might aswell have both in the normal ratio to each other and have player models get taller aswell as wider.

posted about 7 years ago
#17 Why would anyone use 4:3 stretched in TF2? in Q/A Help
sendaieraBecause you still want 90 vertical FOV /You are attached to the stigma that fov_desired 75 is inherently bad.it is inherently bad, are you retarded?

Why would you say that?
If you think 75 FoV is inherently bad, 4:3 is inherently bad aswell (less FoV aswell).

If you make claims like that without backing them up at all you just seem ignorant.

posted about 7 years ago
#16 Why would anyone use 4:3 stretched in TF2? in Q/A Help
BBiA_duchessDo you really think people like b4nny and kaidus decided to use 4:3 because it "looks pretty pro"

No. That was obviously a joke.
But I do think that maybe some of them didn't necessarily put a whole lot of thoughts into the decision and just tried it at some point and stuck with it.

posted about 7 years ago
#10 Why would anyone use 4:3 stretched in TF2? in Q/A Help
saamare you really gunna ask why people do something and then argue all the answers you get

I didn't. So far I only reacted to answers that ignored stuff I already said in my OP.
I didn't argue anything I only made people aware that they're repeating stuff I already said.

I mentioned possible reasons for why people might use 4:3 stretched, because I didn't want people to give me answers I'm already aware of, because I'm looking for reasons I might have missed so far.

posted about 7 years ago
#7 Why would anyone use 4:3 stretched in TF2? in Q/A Help
damneasythe models are bigger

They are also bigger with <90 FoV.

fahrenheitb4nny does it because hes always played games on 4:3

but also https://www.youtube.com/watch?v=9DzjKDJ-bX4

You didn't read my post either, did you?

posted about 7 years ago
#1 Why would anyone use 4:3 stretched in TF2? in Q/A Help

I noticed that b4nny for example plays with a stretched 4:3 resolution and I was wondering why?
I get it in CS:GO where you can't change your FoV and a stretched res is the only way to sorta zoom in and make player models wider.
The downside however is that you'll screw with you X/Y-Axis ratio (I realize that you actual X and Y sensitivity doesn't change, but our brains don't work with centimeters and when the same movement of your hand makes your crosshair move different perceived distances on the screen, even if it's technically the same amount of degrees turned, that will screw with your muscle memory and will make it harder to rebuild it - people will probably argue with me on that one, but aside from just logical thinking, I played with stretched in CS:GO before having any of those thoughts and definitely noticed a difference, even after changing back for the first time after month).
So in CS:GO it's kind of a give and take between wider player models and the X/Y-Axis thing and it's personal preference if the upsides are worth the dowsides to you.
But in TF2 it seems like you could just lower your FoV and get the upside of stretched, without the dowsides.

So why do players like b4nny do it?
Am I missing something or did they just try it one day, went "uh that looks pretty pro" and stuck with it?

posted about 7 years ago
#77 Felik's config // Chris' config replacement in Customization
manuzis this config more stable than comanglias?

In my opinion it definitely is.
You might get a few less FPS with this config vs comanglias, but since I switched my game feels A LOT smoother,
FPS seem more stable, plus the game looks better and less graphical glitches.
Unless you absolutely have to keep your FPS above a certain threshold for some reason (like 120Hz monitor) and you can't do it without the few extra FPS comanglia's gives you, there's no reason to use comanglia's config over this one imo.

@Felik: Why did you stop developing/updating your config?
Did you get frustrated with some of the negative feedback or do you just feel like it's a finished product?
Do you plan to maybe update it if a update makes it necessary or did you abandon the project all together?

posted about 7 years ago
#21 Tons of logitech shit on sale @ BestBuy in Hardware

Well, fuck :(

Options for placing a BestBuy.com order with a non-U.S. billing address:
1. Have your order shipped to a mailing address within the 50 United States, U.S. Virgin Islands, Guam or an APO/FPO address.
2. Pick up your order at any U.S. store or choose to have someone else pick up your order.
posted about 7 years ago
#2 Help with friends sens in TF2 General Discussion

Just wait till he gets tired of being shit at the game.

posted about 8 years ago
#77 VTF Crosshair pack in Customization
JarateKingRentQNIs there a way to change a certain crosshair without having to restart the game?
Some console command like hud_reloadsheme for HUDs, so I can tab out, change the crosshair in the text file and go back into the game and test different crosshairs without having to restart the game every time?
If you just change the image/vmt and not the weapon files, you could do something like:
mat_reloadmaterial "thumbnails"
requires sv_cheats

There are a few ways to reload every material that do work without sv_cheats but obviously reloading every material is a lot of loading time and shouldn't probably be done for something small like a crosshair.

There are no ways to reload the weapon files afaik though. But for the sake of testing, you can just change the vmt's and it's functionally identical as far as that goes, and can get past having to restart tf2 every time.

So you mean just rename the .vmt files?
Like for example the text file for a weapon has bigcross in it and I want to try the circle, I could rename the circle.vmt file to bigcross.vmt and then type "mat_reloadmaterial "thumbnails"" into my console?
Just trying to make sure I got it right before I start breaking stuff ;)

posted about 8 years ago
#74 VTF Crosshair pack in Customization

Is there a way to change a certain crosshair without having to restart the game?
Some console command like hud_reloadsheme for HUDs, so I can tab out, change the crosshair in the text file and go back into the game and test different crosshairs without having to restart the game every time?

posted about 8 years ago
#31 Should tv.tv use minimum view models in stream? in TF2 General Discussion
faggetRe4lityRentQNrocketslayslightly unrelated but is it possible to have hitnumbers?
Would like to know that aswell. I think it would be so much more enjoyable to watch matches if you could see hit numbers.

First of all Source tv dosnt show damage the hit numbers.
Secondly It will be a huge clusterfuck during midfights or any sorts of pushes as since everyone will be doing damage to everyone. This will cause the stream to look more unattractive.
If it could be done then we would probably just watch the damage that the player we are currently spectating does.

Exactly. Why would you see everyones damage at once?
You'd just see how much damage the guy you're spectating is doing, which would make it look more like you're playing yourself and would give you better information.
When you for example spectate a demo you often can't really see how well he's doing, because hes lobbing stickies over stuff and around corners and you don't actually see them explode or how close they explode to players and the guy could just be dealing a ton of damage or missing everything and you don't really know which one it is.
Or even if you spectate a sniper it can be hard to tell if he got a body shot or a head shot with how weird hit detection is.

posted about 8 years ago
#28 Should tv.tv use minimum view models in stream? in TF2 General Discussion
rocketslayslightly unrelated but is it possible to have hitnumbers?

Would like to know that aswell. I think it would be so much more enjoyable to watch matches if you could see hit numbers.

posted about 8 years ago
#6 need Help in Q/A Help
faggetDoes that mean i can play a game or two andthen stop before it crashes?

Probably, but who knows. Your PC might over heat really fast or over time, or over heating isn't even the problem at all.
Was just a educated guess.
Not sure what else could cause this tho.
You can make sure by downloading some program that measures the temps of your computer and then see if anything gets too hot while playing MM.
If yes, try to clean your laptop as good as possible so air can flow in and out of it and try to put something under your laptop (preferably just the sides so the middle is off the ground and cool air can cool it from the bottom.

posted about 8 years ago
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