Wizard DPI Wizard Posted August 3, 2015 Author Wizard Posted August 3, 2015 Fixed it now so it rounds to 6 decimals Erick Avila 1
Quackerjack Posted September 8, 2015 Posted September 8, 2015 1.6 and CSGO sensitivity is not the same. Cs 1.6 is a lot slower than Go
Wizard DPI Wizard Posted September 9, 2015 Author Wizard Posted September 9, 2015 1.6 and CSGO sensitivity is not the same. Cs 1.6 is a lot slower than Go They should be identical with raw input turned on. IIRC CS 1.6 suffers a lot if not using raw input.
Quackerjack Posted September 11, 2015 Posted September 11, 2015 And when i use on both raw Input off?
Wizard DPI Wizard Posted September 12, 2015 Author Wizard Posted September 12, 2015 And when i use on both raw Input off? Then there will be a lot of variable acceleration or packetloss, so the sensitivity will be inconsistent.
ffolekam Posted November 21, 2015 Posted November 21, 2015 (edited) DPI Wizzard, is it possible to add calculations for scoped sensitivity? I know it has something to do with the "zoom sensitivity"/"zoom_sensitivity_mouse" but I can't seem to be able to get the right sensitivity. I think zoom_sensitivity_ratio_mouse 2.2 or 4.4 = 100% hip fire on 16:9 aspect ratio resolution, first zoom level. I don't have CS:GO installed to test, but you can try doing a 360 hip fire, set zoom to 4.4 and test if it is the same distance. Edited November 21, 2015 by ffolekam
Bernd Matthys Posted May 25, 2016 Posted May 25, 2016 (edited) maybe a stupid question, but when i test the calculator on CS-GO it gives a different value for 360-spin when i change the FOV, while in games like BF4, DOOM, borderlands etc...it doesn't change at all. Why is this Wizard? Edited May 25, 2016 by Bernd Matthys
Wizard DPI Wizard Posted May 25, 2016 Author Wizard Posted May 25, 2016 maybe a stupid question, but when i test the calculator on CS-GO it gives a different value for 360-spin when i change the FOV, while in games like BF4, DOOM, borderlands etc...it doesn't change at all. Why is this Wizard? If you check the game notes you'll see why: Affected by: FOV: Yes FOV affects sensitivity in some games, others not
massivelivefun Posted December 19, 2016 Posted December 19, 2016 (edited) Um... Can you make a hip fire (simple) and regular hip fire for csgo? Similar to what you did with rainbow six siege. For instance, hip fire (simple) is just what you have for csgo, aka assumes you have m_yaw @ 0.022 and hip fire which lets you edit the m_yaw variable. Earlier you mentioned the simple source sensitivity calculation in this thread so that we could figure it out ourselves. I have had a hard time trying to find this formula on the internet. Could we see this source formula? Edited December 19, 2016 by massivelivefun
Wizard DPI Wizard Posted December 25, 2016 Author Wizard Posted December 25, 2016 For instance, hip fire (simple) is just what you have for csgo, aka assumes you have m_yaw @ 0.022 and hip fire which lets you edit the m_yaw variable. Done, see how that works for you
KandiVan Posted December 26, 2016 Posted December 26, 2016 Hello DPI Wizard, I play h1z1 competitively and the game itself lacks a training mode. Thus, I convert my sensitivity from CS:GO and train on the bot maps in CS. So my question to you is how can I make them as perfectly transferable as possible? As it stands, I've converted my sensitivities from CS to h1 (both default and aiming on h1) using the exact same actual FOV's (i train using the following cs command: sv_competitive_minspec "0"; weapon_recoil_view_punch_extra "0"; fov_cs_debug "69.91"; viewmodel_fov "68";). Is there anything inherently different between first and third person if the actual FOV is the same? (IE: CS is first person and h1 is third person). Is there anything else I should be doing that is glaringly obvious? Thanks in advance.
Nerdsinc Posted December 30, 2016 Posted December 30, 2016 Hi guys, I play on a 16:9 monitor, so when I look at the FoV type for CS:GO (and other games), Should I change it from "Horizontal Deg. | 4:3 Base" to "Horizontal Deg. | Res Base", where I assume "Res" is my Screen Resolution?
Wizard DPI Wizard Posted December 30, 2016 Author Wizard Posted December 30, 2016 The FOV Type is just how you input the FOV, the calculated config and actual FOV is what matters.
gzv Posted January 9, 2017 Posted January 9, 2017 Can someone please explain the "match at" percentage and how it affects values when converting from distance/360 to monitor distance?
Wizard DPI Wizard Posted January 9, 2017 Author Wizard Posted January 9, 2017 "Match at" is a percentage of half your FOV. To put it simple, if your 360 distance is 10 inches, actual FOV is 90 degrees and match at is 100%, the calculator will make a 1.25 inch mouse movement match a 45 degree in-game movement, which means moving from the center of the monitor to the edge.
gzv Posted January 9, 2017 Posted January 9, 2017 (edited) "Match at" is a percentage of half your FOV. To put it simple, if your 360 distance is 10 inches, actual FOV is 90 degrees and match at is 100%, the calculator will make a 1.25 inch mouse movement match a 45 degree in-game movement, which means moving from the center of the monitor to the edge. Alright, thanks! I also just found the video on this in another thread, but still have one curiosity. If my monitor is sold as a 24", but I've measured my diagonal distance as closer to 23.9, would it make calculations more accurate to use 23.9 in the 'monitor size' input box? Edited January 9, 2017 by gzv
Wizard DPI Wizard Posted January 9, 2017 Author Wizard Posted January 9, 2017 The monitor size is just used to calculate the ratio for now, meaning the relation between how far you move your mouse and how far the cross hair moves: 1 inch mouse movement = 9.413 inches crosshair movement Since the 360 distance will vary when using monitor distance, this calculation is used as a baseline instead. But in the actual calculation "counts" are used instead of inches or cm, so the monitor size and resolution is used to convert it to a meaningful unit. It is not used for the actual sensitivity calculation.
gzv Posted January 9, 2017 Posted January 9, 2017 (edited) It is not used for the actual sensitivity calculation. Good to know. P.S. I also stumbled across this, and was curious - is he basically doing something close to match at 25%, or something completely different? https://www.reddit.com/r/GlobalOffensive/comments/43urd4/why_0818933027098955175_is_the_best_zoom/ I ask because way he describes his math seems like he's trying to match at 0%, but the value is closer to the calculator's match at 25%. I do realize this is outside the realm of technical support, so I'll understand if you don't have time to read all of that. Thanks again for all your help! Edited January 9, 2017 by gzv
stereo3D Posted January 9, 2017 Posted January 9, 2017 maybe you used a different zoomFOV? zoom_sensitivity_ratio_mouse "0.818933" is 0 % for zoomFOV 40 @ 4:3 (Zoomed 1: AWP, SSG 08, G3SG1, SCAR-20) and default FOV 90.
gzv Posted January 10, 2017 Posted January 10, 2017 maybe you used a different zoomFOV? zoom_sensitivity_ratio_mouse "0.818933" is 0 % for zoomFOV 40 @ 4:3 (Zoomed 1: AWP, SSG 08, G3SG1, SCAR-20) and default FOV 90. Nope, I'm just a moron ... I was using Zoom 2 (AWP), not realizing this indicated the second level of zoom. Thanks for helping me figure out my mistake!
Quackerjack Posted January 20, 2017 Posted January 20, 2017 someone know what i have to put in csgo acceleration settings to get the same as 1.6 inbuilt acceleration ?
Harrison Swinson Posted April 9, 2017 Posted April 9, 2017 If I am trying to make my CSGO sensitivity the same as my desktop am I using Convert to 360 Distance to Aim?
Wizard DPI Wizard Posted April 9, 2017 Author Wizard Posted April 9, 2017 If I am trying to make my CSGO sensitivity the same as my desktop am I using Convert to 360 Distance to Aim? Try with Viewspeed, it's a bit "smarter" than 360 distance.
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