How Pros Are Abusing Monitor Distance

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You may have seen some pro players sitting with  their face almost touching the screen. And even   some who sit very far back from it. Right now,  most of us are likely sitting about an arm’s   length from the screen, wondering why these  pla yers have adopted such a radical position. And that’s exactly what i’ll be answering  throughout this video. And believe me,   there is more than meets the eye with  this topic. There are some significant   implications for your aim, mouse sensitivity,  field of view and even your ability to   clutch in stressful situations. While i’ll  mostly be focusing on aiming in FPS games,   there are some useful findings  for other genres like Mobas too. The obvious variable that’s being changed when  moving closer or further away from the screen is   the size of it in our own field of view, and  subsequently the size of the targets on our   screen. Depending on how you measure it, humans  have about 200 degrees field of view horizontally,   and 135 degrees vertically. You can see  this for yourself quite easily too. If   you were to draw a line horizontally from  your eyes that would be 180 degrees. Yet,   when looking forward, you can probably see your  own hand movements from a bit behind that line. To further put this into context, i’m currently  looking at this target dummy in Apex Legends. My   eyes are 65 centimeters away. And the target  is 8cm high and 3cm wide. Before I tell you,   take a quick guess as to what percentage  of my field of view this target occupies? If your initial guess was anything like mine  was, then you’re way off. It is only 0.069%   of my field of view, if we assume it’s a 2d  rectangle, which it isn’t, but it’s close enough   to get the idea. If I moved closer so I was 20cm  away, it jumps up to .7%, so almost 1% now. And   if I go even closer to 5cm away, it jumps all  the way up to 9.6% of my total field of view. This shows us that the perceived target  size grows exponentially the closer we get   to the screen. A 5cm change when you’re  sitting back hardly changes anything,   but 5cm when your face is right up near  the screen makes a huge difference. The other piece of this puzzle is the angle of our  eye’s ability to focus. We can only see things in   sharp high detail in about 1-2 degrees, known as  foveal vision. This extends out to about 5 degrees   becoming progressively less detailed and is known  as parafoveal vision. In this sheet of numbers,   when looking at the 8. I can comprehend the 7471  to the right, 1688 to the left, 3 and 3 above, and   0 and 2 below. Anything past that is an educated  guess. The immediate numbers, so the 7, 1,   3 and 0 are very clear, but every number past that  becomes increasingly difficult to accurately see. What’s interesting about this example is  that it can show off how your peripheral   vision is used in detecting light. When  looking at the 8, I can still perceive   where number 7’s are in particular because  of the extra black background around it. If we go back to the Apex Dummy example, this  foveal vision does a good job of accurately   covering the top half of it which means I can  see this target in high detail when sitting   about 65 centimeters from the screen. At 10  centimeters it moves into parafoveal and beyond. Being able to see the whole target or  the whole width of a target clearly   isn’t necessarily essential, being  able to clearly see the head, or even   part of the chest is good enough for aiming  purposes. That is not the conclusion though,   this is just some useful groundwork to establish  before moving into the in-game applications. A fascinating component of  your distance to the screen,   is how it changes your perception of  mouse sensitivity, and the speed of   targets moving on your screen. Check this  out, and you can try this too if you like. Here I am doing some close range flicks to  a target while sitting a bit under my arm’s   length from the screen. They’re consistent  and I have a good idea of how far to move   my mouse to close that distance. But if  I suddenly move very close to my monitor,   I start overaiming the flicks. The distance  between my crosshair and the target is identical,   my sensitivity is identical and  despite this, I am now overaiming. What we have changed is the size of the  target and the distance between it and   my crosshair within my own field of vision.  Because the distance appears to be larger,   I feel like I have to aim further than before.  The exact same thing happens if you change your   field of view in-game. If I go from 105 to 80,  I suddenly start overaiming, despite having the   exact same cm/360. The opposite also happens  when increasing field of view and/or increasing   the distance to the screen. You start to underaim  and feel like your sensitivity is suddenly lower. This is also why we don’t use a cm/360 conversion  for our ADS and zoom. It may seem logical on the   surface that you should move your mouse the  same distance for a 360 no matter the zoom,   but in practice it doesn’t work. I’ll quickly  explain this using an example I made for a   KovaaKs video a while back. At 100 horizontal  field of view, if we move 1 degree to the right,   it will move 1/100th of the scene out of view.  And at 1 horizontal FOV, if we move 1 degree,   it will move 100% of the scene out of view. So  even if you use the exact same cm/360 for both   examples, they will feel wildly different  as the pixels per degree differ greatly. This is precisely why we don’t use a  direct cm/360 conversion for scopes   as the change in pixels per degree  can make them feel extremely fast   in comparison. This is why scopes have  sensitivity multipliers attached to them. While moving our eyes closer to the screen isn’t  technically changing the game’s pixels per degree,   the same principle applies. By moving  closer, the same on-screen movements   are suddenly moving objects around our  scene more drastically than before,   giving the appearance of things  moving further and faster. You may be thinking that this sounds a bit  back to front. Doesn’t higher FOV usually   make things feel faster? Well yes, but that’s  primarily because of the environment warping   toward the edges. Around the center things  are just as stable as they would be on a   lower FOV. And the center of the screen  is what we care about most when aiming. It’s getting a little outside the scope  of this video but I may as well quickly   cover it here. Pros and players alike tend to  play on higher fields of view when available.   Most probably put this down to seeing more  information but there’s more to it. Aiming   ‘feels’ easier on higher field of view because  of that perceived lower mouse sensitivity. You   can think of it like gaining the precision  benefits of low sens, without incurring the   physical limitations that come with playing on  low sens. For example, 35cm at 110 FOV in apex,   which is equivalent to 123 horizontal FOV, is  starting to feel pretty low, but in a lower FOV   game like Overwatch at 103 horizontal FOV,  35cm feels like more of a mid range sens. To best utilize higher FOV’s you want to  avoid that weird warping at the edges.   Watch this. At 110 FOV and my typical screen  distance, there’s some warping at the edges,   and I can almost see these lines here where it  seems to start. If I move back, the warping gets   much worse. When i’m very far back it honestly  looks atrocious. Yet, if I move further forward,   it all but disappears from my perception and I  can use max FOV in Apex without feeling nauseous. Alrighty, we have covered a lot of information,   so hopefully you’re still with me. Let’s get into  the practical applications of screen distance. One of the most interesting implications in my  opinion is how the distance between your eyes   and the screen changes your perception  of mouse sensitivity. In particular,   during tense engagements in-game, you  may notice that you gradually move your   head closer to the screen. What this means is  that throughout this intense part of the game,   you’re essentially raising your mouse sensitivity,  and increasing the perceived speed of enemies   moving around on your screen which is the  last thing you need in a time like that. And remember, this effect is exponentially  stronger the closer you are to the screen.   If you’re sitting pretty far back then the  impact is mild. But if you’re already close,   moving your head forward another 20cm  or so can have a significant impact   on your perceived sensitivity and enemy speed. This doesn't mean you shouldn’t sit closer  or that sitting far back is superior,   it’s simply worth considering. If you  find any downtime during tense moments,   perhaps try to sneak in a quick posture  check to get yourself back in order. In regards to being very close to the monitor.  We tend to see this mostly with Tac-FPS players   in Counter Strike and Valorant. In my opinion,  this comes down to the structured and predictable   nature of gameplay. There is limited mobility  and with proper awareness and communication,   being attacked from behind or the sides  isn’t that common. This means players can   opt to put a massive emphasis on target  size and clarity. By sitting so close,   enemies are very easy to see  around the center of the screen,   and their relative size is very large  so they can feel easier to aim at. This can work because of the fast time to kill,   predictable locations of enemies  and limited need for tracking. These players are sacrificing the  information in their peripheral   vision for enhanced details around the center. While I can understand the potential benefits  of being so close, it’s not something I would   personally recommend doing. The eye strain,  postural issues and reduced situational awareness   don’t seem worth it to me. You should be able  to achieve most of the same benefits without   incurring so many drawbacks with settling for  a middle-ground at around half arm’s length. To find the distance that works best for you,   it’s important to consider that there  isn’t a perfect, one size fits all number,   but we can follow some guidelines to  find what works for our circumstances. First, what game are you playing? In my experience  playing on a 24.5 inch monitor, I tend to play   most games at a bit under arms length from  the screen, which for me with my head forward   a little, is about 55cm. In FPS games where enemy  size is important, so battle royales like PUBG and   Apex, I tend to use a closer setup around 45-55cm.  In a game like Overwatch where engagements are   fairly close and targets are bright and visible,  a more comfortable 55cm works just fine. In Mobas like Heroes of the Storm,  where information toward the edges   of the screen is very important, I find  myself moving the monitor back so i’d be   playing at about 60-65cm. Any closer and  gameplay can start to feel claustrophobic,   where the important edges of my screen and of  battles can feel undefined and hard to track. The same goes for games like World of Warcraft,  where UI elements provide crucial information, so   being able to comfortably see the screen without  needing massive eye movements is beneficial. My recommendation would be to experiment  with your distances in some throwaway games,   or by watching high resolution VODs of that  game (if the quality is too low you may move   closer to compensate which isn’t a fair test).  The idea is to experience what differences you   notice and where the sweet spot between comfort  and detail sits for you. Keeping in mind that if   you are playing the game while testing, that  your perceived mouse sensitivity and target   speed will be changing, so try not to judge this  based on your performance alone. You’re looking   for the image size that feels best to look  at in your game, performance can come later. If you do end up changing your screen distance,  whether that’s further forward or backwards,   give yourself some time to adjust to it and  get comfortable with your settings again. You   may want to adjust your sensitivity slightly.  So if you moved closer, you could lower it,   and if you moved further away you  could increase it. Not by much,   you’d just be looking to make it feel the  way it did before you changed that distance. And finally, your ergonomics and health  matter. Sitting at a desk for hours on   end is bad enough as it is, without throwing  in complications from forward head posture   or eye strain. So my advice is to keep that  distance reasonable and sustainable. Also,   try to line up your eyes with the top third  of your monitor to reduce neck and eye strain. This has been a topic i’ve wanted  to cover for quite awhile now,   there is so much nuance to it that I wanted to  get into so hopefully the information dump wasn’t   too much or too boring. Let me know if you’d  like to see more in-depth videos like this one,   or if I should try to keep them shorter  and focus on the answers and conclusions. You can check out the ClawMate mouse mod  I designed over at StruthGamingGear.com.   Video all about how it works right  here. Thanks so much for watching,   be sure to subscribe for more content like  this, and i’ll catch you in the next one.
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Channel: Struth Gaming
Views: 169,053
Rating: undefined out of 5
Keywords: aim, flick, tracking, flicking, mouse, aim training, kovaaks, aimlab, twitch, technique, aiming, aimbot, mouse sensitivity, settings, cm/360, review, THE FINALS, tutorial, guide, Overwatch, Overwatch 2, Apex Legends, monitor, csgo, valorant, esports
Id: haYUy0DSD4o
Channel Id: undefined
Length: 13min 9sec (789 seconds)
Published: Wed Mar 27 2024
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