DocDoctor Posted May 13, 2018 Posted May 13, 2018 So I read the "Viewspeed v2 explained" post from Drimzi and tried to calculate what my 360 distance should be if I switch from Overwatch (800 dpi, 8 sens -> 21, 6477 cm for 360) with a 103 fov to fortnite which has a 80 hdeg res fov. My calcutated distance is 35,862 cm (I used the ready to use formula with a=9/16; x=80; C=21.6477). After that I used the main Calculator on this site to convert from my Overwatch sensitivity to viewspeed v2 on Fortnite and got a 360 distance of 29.3944 cm for fortnite (hipfire). So now I am confused why the results are so different. I probably did something wrong in my own calculation but I don't know what. I also don't know which one feels better ingame since I switched just recently from console to pc. But I want to try to have consistent aim settings in different games. (On a sidenote: What does the base length mean in the "main calculator"?)
Wizard DPI Wizard Posted May 13, 2018 Wizard Posted May 13, 2018 You must use the basedist and not the 360 distance in the formula. Basedist is the value the calculator tries to match, like the 360 distance for 360 conversion. So for your conversion it's like this: http://www.wolframalpha.com/input/?i=(17.6762+csc(2+arctan(9%2F16+tan((π+80)%2F360))%2F2))%2Fsqrt(2)
DocDoctor Posted May 14, 2018 Author Posted May 14, 2018 Okay, so I did something wrong in my calculation after all... What is this basedist you are talking about? Is there a post or something explaining that?
Wizard DPI Wizard Posted May 14, 2018 Wizard Posted May 14, 2018 15 minutes ago, DocDoctor said: Okay, so I did something wrong in my calculation after all... What is this basedist you are talking about? Is there a post or something explaining that? Basedist is in essence a reverse calculation of the formula you tried. To find the basedist for your Overwatch sensitivity you can do like this: http://www.wolframalpha.com/input/?i=21.6477%3D(x+csc(2+arctan(9%2F16+tan((π+103)%2F360))%2F2))%2Fsqrt(2) (x=17.6762) Then this basedist is applied to the calculation to find the 360 distance for Fortnite: http://www.wolframalpha.com/input/?i=(17.6762+csc(2+arctan(9%2F16+tan((π+80)%2F360))%2F2))%2Fsqrt(2)
Drimzi Posted May 14, 2018 Posted May 14, 2018 (edited) 21.6477 * (sin((360 arctan(9/16 tan(103 * pi/360)))/pi * pi/360) / sin((360 arctan(9/16 tan(80 * pi/360)))/pi * pi/360)) = 29.2827... Viewspeed v2 is the sin ratio between the two fovs (1:1 aspect ratio value). Edited May 14, 2018 by Drimzi
TELSA Posted January 18, 2019 Posted January 18, 2019 (edited) viewspeed v2 is best now im using it Edited January 18, 2019 by TELSA
cremtty Posted May 10, 2022 Posted May 10, 2022 (edited) On 5/15/2018 at 8:34 AM, Drimzi said: 21.6477 * (sin((360 arctan(9/16 tan(103 * pi/360)))/pi * pi/360) / sin((360 arctan(9/16 tan(80 * pi/360)))/pi * pi/360)) = 29.2827... Viewspeed v2 is the sin ratio between the two fovs (1:1 aspect ratio value). I don't get the point, philosophy. It seems you use vertical fov inside of sin. why do you take a sin in both? I saw this and some your post saying about chord and arc. However i cannot understand it Is sin~arc tan~ chord? and Does viewspeed2 depends on the ratio? (eg 16:9) Why not just sin(103/2) / sin(80/2)? Edited May 10, 2022 by cremtty
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