CS2 stretched resolution: resolution, stretch factor, and FOV
Enter your monitor's native resolution, a target aspect ratio, and a scaling mode — the tool computes the resolution, the image stretch, and the actual horizontal field of view.
How we calculate
The resolution for the target aspect is fitted inside the native panel by height (or by width if it does not fit), and dimensions are rounded to the nearest even integer. The list of "common" resolutions is a reference grid of popular heights, not an official Valve list — no such open source exists.
The stretch factor is SELF-DERIVED geometry, not a number from a reference: the monitor physically draws the native picture while the game renders a frame at the target aspect and stretches it across the whole panel, so the horizontal scale = (native width/height) ÷ (target width/height). In "black bars" and "native aspect" modes the proportions are not broken, so the factor is 1.
Horizontal field of view is computed with the Source engine's Hor+ formula: `hFOV = 2·atan(tan(vFOV/2) · aspectRatio)` with a fixed vertical FOV of 73.74° (derived so it produces exactly 90° at 4:3 — a community-confirmed CS2 baseline). Both "stretched" and "black bars" render the frame at the TARGET (narrower) aspect, so they produce the SAME horizontal FOV — they differ only in the stretch factor.
Sources
checked 1 September 2026
Questions and answers
Why do "stretched" and "black bars" give the same FOV?
Because in both modes the game renders the frame at the same narrower target aspect (4:3/5:4/16:10) — and it is the frame's aspect, not how it is displayed on screen, that decides FOV via the Hor+ formula. The only difference is whether that image is stretched across the whole panel ("stretched") or shown 1:1 with black bars on the sides.
Where does the Hor+ formula come from?
It is a well-known property of the Source/Source2 engine (horizontal field of view scales with aspect ratio while the vertical stays fixed), synthesized from several community sources rather than one single citable link — disclosed honestly in "How we calculate" and in SOURCES.md.
Why doesn't the stretch factor have its own source?
Because it is simple pixel geometry (the ratio of native to target aspect) that can be derived independently — the tool states plainly that this is our own calculation, not a quote.
Will my mouse sensitivity change if I switch to 4:3?
No. Character turning in Source/Source2 depends only on sensitivity and m_yaw, not on aspect ratio or FOV. What changes is how much you see horizontally for the same mouse movement — which is exactly what the separate factor shows.
Why is the resolution list incomplete?
The list is built on a reference grid of popular heights (480–1600 px), not an official Valve list — no such open source was found. This is a deliberately narrowed list, not a guessed one.
Unofficial tool. Not affiliated with Valve.