I think most people run QL at 125 fps at Full HD res with mediocre graphics card. So, when you see a pro still use some 1998 res mode, it's because he is used to it.
Anyone know how the res affects fov and how you see the enemy. Rapha mentioned something in an interview about using specific aspect ratios and having the screen stretch the image and how it can make enemies appear larger and how the aspect ratio can affect the field of view. He didn't go into detail but I figured I would mention it.
Edited by cha0tic90 at 07:00 CDT, 12 September 2013
After I exec'd his cfg, his res and aspect was the same as my monitor, so I suspect he is using a 2233rz, of course it may have just been the monitors at the tourney where he was playing, but it looks like he plays widescreen.
I think these kinds of discussions are great, and Lorfa might be on to something. There's a LOT going on in both models, as far as how a 3D world is projected onto a 2D screen. The comment "mentally chunk" really stood out to me. I'm a software engineer, and when we do UIs, we talk about how easy it is for the end-user to "visually parse" the data on the screen. 4:3 might have an advantage there.
With my particular setup, I get input lag the way I have to force my Acer GD235HZ to use 4:3, so I don't do it. Since the LAN, I've been wanting to redo my HUD, because I saw some cool stuff on everyone's setups. I'm thinking of creating a HUD that would move all the visual HUD elements to be within a 4:3 box, and even creating some 50% transparent black bars on the left and right of the screen. So I'd have a 4:3 box, with SOME vision on the sides, but partially masked. I know it sounds nuts, but I still think there's a lot to the "psychology" of this game that hasn't been explained or explored. I plan on exploring some of it =)
I've been quite used to 4:3 from the days of CRT. When moving over to LCD I initially stuck to 4:3 ratio. I knew 16:9 should technically be more beneficial, but something didn't feel right, even after re-checking my mouse sensitivity's cm/360, same vertical FOV, etc.
I then thought about how aspect ratio's and FOV's affects your ability to perceive what you see and where you see it on-screen in comparison to how far your mouse needs to move to snap that object. So, I thought I'd calculate the required mouse sensitivity in relation to this for a 16:9 ratio, which did feel nicer. I thought I had figured it out and tried this among other games including; ut2k4, tribes, shootmania(variable FOV, I know), etc. But again I wasn't 100% comfortable.
Then there's this perception of seeing too much information on-screen due to widescreen and/or high FOV and how much your brain is overworking to process this. I've felt the same when switching between high detail mode and low picmip.
I tried switching back and forth between 4:3 (input lag was hardly noticeable with scaling disabled) and 16:9, and I still felt that I could aim and concentrate better on 4:3. Or, perhaps I was just used to it after several years...
Atm I'm trying 16:9 at native resolution, but with a low vertical FOV of 95. This feels like a good balance of distance visibility without hindering your movement. Aim might be something that I just have to get used to.
You are right, but you can get used to all(more info+the aspect) with enough time putted into it. Few years on 4:3(and for some a lot more) is not easly forgetable when you try to play on 16:10/9 for few days.
You are just too used to it. Play one full year with 16:10/16:9 and come back again. You will aim a little better, because of more crisp image+better close range rockets+better game aware(more to see). After so many years with squarish quake is normal to be brain fuck for quite some time on widescreen. Tox is playing with 16:10, btw.
Q3: fov isn't affected by aspect ratio, but you see everything stretched with a widescreen resolution.
QL: vertical fov is the same regardless of aspect ratio.
and what about horizontal fov?
you say that "wide resolutions allow you to see more", so i don't understand the value of cg_fov if it varies with a different aspect ratio.
nope i meant with black borders too. But now that you mention it how do you make quake stretched in 4;3. I remember when i first started playing ql i was playing like that by accident and i want to try it again because i found i didn't need to zoom at all with it so it may help aim
you can't change the aspect ratio in QL (wich is a shame, i would like to have this as an option). so you have to change it from the scaling options in your gfx card's driver.
change in the scaling options from "use nvidia scaling with fixed aspect ratio" to "use nvidia scaling" and then choose what ever resolution you want in quake, it will always stretch to fit your display
Used to play with 60hz at 1440x900 in an LCD, it broke now I'm stuck with a CRT, that despite 120hz, I have to play at 640x480 or 800x600.
Hate it, would prefer to have 50hz if that meant I'd have 1440x900 back. :|
if you have decent video card, you can do THIS:
1. I am using crt - > my shit crt supports 120hz on 640x480 -> 640x480 looks crappy -> but 120hz!
2. I am decent nvidia card user -> I force nvidia card settings to use antialiasint and other stuff in games -> shitter performance, but it's enought for stable 125fps @ ql (becouse its decent nvdia card).
3. I have nice gfx -> I have 125 fps -> I have 120hz.
ps. with nvidia settings set to performance, ql with 640x480 looks unplayable bad and 1999.
If it is a LCD screen, whichever hz it gives, the safe bet is to use the native resolution (highest). Pretty simple and without any shortcomings.
If you live in the past, then play on what gets you 120hz. CRTs are both advantageous and disadvantageous, since it's a bit more fluid but you see less on screen (horizontal) and fov values of pros aren't applicable (CRTs stopped being used in tournaments like 7 years ago).
Edited by megaman3 at 09:16 CDT, 12 September 2013
using 1024x768 @ 100hz on a CRT monitor, 17inch (Samsung SyncMaster 797MB).
the native res of my monitor is 1024x768. I'm also on windows 8, so can't install the drivers, and can't have 120hz @ 800x600. With some tweaking maybe i can manage to play at 120hz, but don't want to force anything higher than 100hz @ 1024x768. Don't want to break my monitor :D.
also, my laptop doesn't support LCD @ 120hz, so i'm pretty much stuck with my good old crt :D
if your crt is cabable of 120 at 800x600, simply get powerstrip, set resolution and advanced timings hz you want, save desktop res and hz and gaming res and hz as a profile, as long as you have powerstrip running, should apply that auto when going ingame with 800x600. having this under win7, since drivers didnt work like under xp
hard to say.
i mentioned modern 144hz models coz they have better panels(less ghosting) and better input lag.
QL caped to 125fps and 144hz will give only 5 more fps.
But if QL will remove this 125fps cap....LCD@144hz >>> CRT for sure.
I play on CRT (HP P1130) in 1024x768 155Hz. Higher resolution is not really needed for QL, I use 8xSSAA to make graphics nice and smooth. I don't have to worry about input lag, ghosting, using only native resolution, LightBoost and what not. It just works. So for me CRT > any LCD.