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  • Wizard
Posted

This game is giving me a real headache :(

 

I finally figured out that limiting the FPS to 60 makes most of the acceleration go away. So I figure out the exact sensitivity formula, only to discover that there is a lot of negative acceleration still when applied to real life... Unfortunaly I don't think it's possible to add this game in a sensible way unless someone has a fix suggestion.

 

What I've done so far is limit FPS to 60 and use a 125 Hz polling rate. High DPI seems to be more accurate than low DPI, but it's still off by a huge margin compared to the correct data. Had low and high DPI been off by the same percentage, I could work out a formula, but it fluctuates too much  :angry:

Posted

Any way to implement calculator functionality while just giving an estimate of the uncertainty? It's better than nothing.

  • Wizard
Posted

Any way to implement calculator functionality while just giving an estimate of the uncertainty? It's better than nothing.

I can try to do that, I'll see if I can make something that ballparks the sensitivity.

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Posted
On 6/23/2018 at 8:22 AM, DPI Wizard said:

Tried the new VALOFE version now, it's still horrible unfortunately.

Hi, did you tested in Reloaded version of Combat Arms? They supposedly fixed acceleration in that version.

  • Wizard
Posted
9 hours ago, alexg1 said:

Hi, did you tested in Reloaded version of Combat Arms? They supposedly fixed acceleration in that version.

The reloaded version worked fine, just added it now!

Note that it actually uses the same sensitivity as the classic version, but the acceleration issue is fixed.

Posted
35 minutes ago, DPI Wizard said:

The reloaded version worked fine, just added it now!

Note that it actually uses the same sensitivity as the classic version, but the acceleration issue is fixed.

Wow thats great! Thanks a lot for your work!

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