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.

Result

In-game resolution1,440×1,080
Horizontal stretch factor×1.333
Native horizontal FOV106.26°
Actual horizontal FOV90.00°
How much wider the view is×0.847

Other resolutions at this aspect that fit your monitor

  • 1,440×1,080
  • 1,400×1,050
  • 1,366×1,024
  • 1,334×1,000
  • 1,280×960
  • 1,200×900
  • 1,152×864
  • 1,068×800
  • 1,024×768
  • 800×600
  • 640×480

Mouse sensitivity (cm/360°) does NOT depend on aspect ratio or FOV: turning your character in Source/Source2 is `sensitivity · m_yaw` degrees per mouse "count", a formula that is aspect-ratio-independent. The "wider view" factor only shows how many extra degrees of the game you now see for the same physical horizontal mouse movement — that is about view width, not sensitivity.

The stretch factor is computed independently from pixel geometry (nativeAspectRatio ÷ targetAspectRatio), not taken from a reference — details in "How we calculate".

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.

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