What the result actually measures
A 4:3 image stretched across a 16:9 monitor is drawn wider by the ratio of the two aspect ratios — 1.333 — so a horizontal mouse movement moves the picture that much faster than a vertical one. Dividing the default m_yaw of 0.022 by the same factor evens the two out.
Measurement boundary: This is the geometry of the stretch, not a recommendation to play stretched. Field of view, the game’s scaling mode and the GPU’s scaling setting decide what you actually see.
How to interpret the output
Stretch factor
How much wider everything is drawn. 1.333 means models and the crosshair distance to a target are a third wider than on a native image.
Matching m_yaw
Lower than 0.022 slows horizontal turning so that it matches vertical on the stretched picture. It does not change your vertical sensitivity, and it changes your cm/360.
Troubleshooting unexpected results
The picture has black bars
Then it is not stretched: the GPU or game is set to keep the aspect ratio. Set scaling to full screen in the graphics driver and pick the stretched option in the game.
Frequently asked questions
What m_yaw should I use for 4:3 stretched?
On a 16:9 monitor, 0.022 ÷ 1.333 = 0.0165 makes horizontal and vertical movement feel the same. Many players keep 0.022 and adapt instead; either is legitimate.
Does stretched resolution make models bigger?
Wider, not bigger: they are drawn about a third wider on 16:9, while the horizontal field of view in CS2 drops from about 106° to 90°.
Does this work for VALORANT?
No. VALORANT has no m_yaw and handles 4:3 differently; this calculator is for CS2 and other Source-engine games.