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The problem of default zoom for wider screens

Open miguilimzero opened this issue 3 years ago • 8 comments

Currently the zoom distance calculated with the parameter cl_default_zoom takes into account something that I dont know, instead of the height. So the bigger the screen size, the more zoom the game will have (in a non-direct proportion).

This in DDRace mode is no problem as the zoom is adjustable, the problem is in the other modes. Below in this issue I am using an example in FNG in a specific part of CTF5.

Me as a player who has a 21:9 monitor I get very hampered by this problem. Playing DDRace I managed to solve this problem using cl_default_zoom as 8 instead of 10. Using 8 I got the same distance from the value of 10 in 16:9 resolution. However there is no way for a player to solve this problem for the modes that have the fixed zoom.

I think the best way to deal with this would be the standard zoom to take into account the screen height, keeping the same current aspect ratio of 16:9, and if the monitor is bigger 21:9, the player will have a larger view to the left and right, while maintaining the same amount of zoom up and down. And if it is 4:3, the player loses a little vision on the sides (as already happens, but without gaining vision above and below).

4:3

image

16:9

image

21:9

image

miguilimzero avatar Mar 31 '22 00:03 miguilimzero

You can see in the printscreen that currently when the screen is bigger, the player already has a bigger view on the left and right, but not in the correct proportion. I don't know how is this calculated.

miguilimzero avatar Mar 31 '22 00:03 miguilimzero

From vanilla mods like FNG's perspective, this would give you an unfair advantage

just play 16:9 on these servers

Jupeyy avatar Mar 31 '22 08:03 Jupeyy

Check out the proof view in editor, it kind of shows the resolutions mappers have to plan for: Screenshot 2022-03-31 at 11 23 51

def- avatar Mar 31 '22 09:03 def-

@Jupeyy I see a lot of problems in your statement. 4:3 players have unfair advantage on top and bottom against 16:9, 16:9 have unfair advantage on left and right agains 4:3. 21:9 players have no advantages against no resolution at this time.

Players who use dynamic cam have an advantage over default 4:3 and 16:9 if they know how to use it correctly.

Your statement makes it sound like the game is somehow balanced for competitive pvp and i'm asking for that to be changed, but that's not the case here.

Teeworlds is not a type of game that has this kind of competitiveness that requires this kind of balancing as happens for example in valorant (where 21:9 players play with two black bars on the left and right leaving only the 16:9 view available). Teeworlds is a 2D game.

  • This is even more true when you quote "vanilla games". The only vanilla game you'll really get an advantage of is the one you used as an example: FNG.
  • All other modes else will have almost no impact, even zcatch grenade is hard to use to this as advantage. InfClass almost no impact, CTF & DM almost no impact, TeeWare no impact, Bomb Tag no impact, MMO Tee no impact, ZombPanic no impact.

You say just switch to 16:9 in the game, but it doesn't work just like that:

  • The first problem, I use linux, and at the moment the fullscreen option doesn't work, the only one that works is fullscreen on desktop. Full screen desktop only shows the final resolution of your monitor as an option. So I just can't change to 16:9.
  • The second problem, even being on windows and using the full screen option, the game does not have two black bars and the 16:9 works normally. The game is stretched across the entire screen, making viewing very ugly and bad.

@def- I understand that there is this help box, but it doesn't take into consideration how much a player using a 21:9 monitor loses in top and bottom vision.

This isn't just a balance issue either, playing the game with the default zoom on a 21:9 makes things seem too close, it's not natural. The game gets ugly. The tee at the standard zoom is shown with a bad quality as it is so close.

Below is a screenshot of 21:9 in the default zoom cropped to 16:9 (ie I removed the extra edges), do the experiment yourself. Open the image in a new tab and press F11 (or download it and open to show in fullscreen), and you'll see how a 21:9 player sees the game:

21:9 cropped to 16:9

Then you can enter the multieasymap to compare your vision with the vision of someone who plays using 21:9.

miguilimzero avatar Mar 31 '22 21:03 miguilimzero

Just tested trying to use default fullscreen and switching to 16:9 on my linux. My first monitor just turn off and everything goes to the second monitor.

miguilimzero avatar Mar 31 '22 21:03 miguilimzero

We can't change it for vanilla or vanilla-derived servers because it would be considered cheating. If you make a new mod set the setting that you allow zooming out and it's fine.

def- avatar Mar 31 '22 21:03 def-

@Jupeyy I see a lot of problems in your statement.

Same

  1. 4:3 has an advantage over 16:9, u see more to the top & bottom (in trade for left & right)
  2. 21:9 indeed also has an advantage over 16:9, so you more to left and right (in trade for top & bottom)
  3. dyncam is hard to play, so this never counts as an argument. It's like saying AWP players in CS:GO have an advantage, bcs AWP kills instant & allows scoping
  4. If, in theory, we'd allow to use 16:9's height as the height calculator. I can use some weird 100:9 resoltion ratio and have free zoom. So this will never work

FNG, ictf, idm, zcatch laser, zcatch grenade, boomfng, vanilla(ninja, laser + grenade) all without any doubt profit from dyn cam, thus also from zooming

If infclass or mods, where it might not be so drastical, wants to support zomming, they can send appropriate network flags to allow zooming

Jupeyy avatar Apr 01 '22 15:04 Jupeyy

Something we could probably all agree on here is to set the default zoom to be further out in ultrawide/21:9 resolutions on servers that allow it. The default 10 zoom is really unusable here.

def- avatar Apr 01 '22 15:04 def-