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Splitgate: Arena Warfare


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  • 1 month later...
Posted

Played this game today im pretty sure the sens isn't matching anymore

Someone was talking about  " convert your sens from <game> to Quake Champions, and then the Quake sens * 2.05 on 103 FOV will be your Splitgate sens.  "

but can you just update the settings?

Posted (edited)
1 hour ago, itslokii said:

Played this game today im pretty sure the sens isn't matching anymore

Someone was talking about  " convert your sens from <game> to Quake Champions, and then the Quake sens * 2.05 on 103 FOV will be your Splitgate sens.  "

but can you just update the settings?

If it is now Quake sens * 2.05 , you can simply multiply the mouse-sensitivity result by 100.

The calculator is currently at Quake sens * 0.0205, I'm assuming the exact number is 0.022/(29997/32000 * 103/90).

edit: Nevermind. Ingame value is 100 times higher than config file value. If the devs say its source * 2.05 at 103 fov specifically, then the mouse-sensitivity calculator is correct.

Edited by Drimzi
  • 4 weeks later...
  • Wizard
Posted
2 hours ago, throwawayapex said:

is it normal for the horizontal/vertical to be different?

Unreal Engine 4 defaults to horizontal being 70% of vertical, so unless the game developers take this into account it will be the case. Most games based on UE4 either have their own X and Y sensitivity or a dedicated Y multiplier to account for this. If they have neither they are either locked to 70% or 100%.

  • 3 weeks later...
Posted (edited)
On 5/6/2019 at 8:19 PM, DPI Wizard said:

Unreal Engine 4 defaults to horizontal being 70% of vertical, so unless the game developers take this into account it will be the case. Most games based on UE4 either have their own X and Y sensitivity or a dedicated Y multiplier to account for this. If they have neither they are either locked to 70% or 100%.

UT4 use 100% hor, 100% ver indeed, right? Also what about UT2004 and UT3?

Edited by Dribbler
  • Wizard
Posted
37 minutes ago, eXecut1on said:

Does the cm/360 change depending on FOV or is that a mistake in the calculator?

It does. But Unreal Engine 4 has had some issues lately, it reads generic UE4 files and applies some of the config from them.

Check if you have a file called UserInput.ini under the folder %LOCALAPPDATA%\Unreal Engine\Engine\Config.

If you do, try to delete it and see if it changes the FOV behavior.

  • Wizard
Posted
1 hour ago, Buds said:

Heyy !

Splitgate sensivity/fov etc.. Is up to date guy?

Thanks !

Yes :)

19 minutes ago, Dribbler said:

UT4 use 100% hor, 100% ver indeed, right? Also what about UT2004 and UT3?

UT4 was 100/70, but in the latest version (4.21) it defaults to 100/100 instead. Calculator is updated to reflect this. The others are 100/100

Posted
3 hours ago, DPI Wizard said:

Yes :)

UT4 was 100/70, but in the latest version (4.21) it defaults to 100/100 instead. Calculator is updated to reflect this. The others are 100/100

Thanks for clarifying!;)

Posted

I see that in the calculator, the horizontal and vertical sensitivity is the same now when finding my hipfire sensitivity. In the beta vertical sensitivity was higher then horizontal when finding my sensitivity. Did the devs address that topic of horizontal was 70% of vertical?

  • Wizard
Posted
11 minutes ago, Tiko said:

Did the devs address that topic of horizontal was 70% of vertical?

Yes, the (almost) latest update of the Unreal Engine (4.21) made the default 1:1 instead of 1:0.7 :)

  • Wizard
Posted
On 5/25/2019 at 4:59 AM, immaKulateGG said:

When I input sensitivity to get 25cm/360 the multiplier is listed as .88, shouldn't it be 1.00 for 1:1? Sorry, I'm a total pleb.

Your conversion settings are probably set to MDH 0%.

On 5/26/2019 at 6:27 AM, p0sey said:

how does the ads sens work in this game ? any way to get it to 0% mm ?

Yes, just do the calculation :)

  • 9 months later...
Posted

Just thought I would post this here, FOV can go to 120 if you edit the config file

Posted (edited)

Here's the updated logos & stuff for the game btw, as I see it's all much older stuff

 

Splash-Season01.thumb.png.5abe568ac96d8f5c91a6130341156d8a.png5c2fe67298a2b652456d6e23_splitgate_logo-dropshadow-p-2000.png

Edited by AverytheFurry
  • Wizard
Posted
On 3/1/2020 at 6:48 AM, AverytheFurry said:

Just thought I would post this here, FOV can go to 120 if you edit the config file

Updated the game now, also fixed an issue with FOV and sensitivity on ultrawide monitor.

Posted (edited)
On 3/8/2020 at 6:27 AM, DPI Wizard said:

Updated the game now, also fixed an issue with FOV and sensitivity on ultrawide monitor.

Does this affect 4:3 stretched (on 16:9 monitor)?

Edited by AverytheFurry
Posted

Hey, I'm just curious why the scoped sens is so different on 1440x1080 stretched compared to normal, since the normal sens stays the same?

 

 

 

Capture2.thumb.PNG.eae0f4332ef3b31e979ac4b503794029.PNG

Capture.PNG

  • Wizard
Posted
1 hour ago, AverytheFurry said:

Hey, I'm just curious why the scoped sens is so different on 1440x1080 stretched compared to normal, since the normal sens stays the same?

The normal sense is based on 360 distance, which does not change when you change aspect ratio. The scoped sensitivity is matched using MDV 0% or something, which is a FOV based match, and the FOV changes a lot when you go from 4:3 to 16:9. PS, the correct way of doing custom aspect ratio is to enter your native resolution, then select the appropriate AR from the dropdown.

image.png

The calculator needs to know both the real aspect ratio of the monitor and the custom aspect ratio used.

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