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i dont really understand v5.0 MATCH AT , pls help me


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Posted

I watched instruction video, captured this image below.

A friend want me to sync his desktop sens to overwatch, 1600dpi@4/11, i knew it's 4.06 before, V4 told me this, in V5 i found 4.06 is MATCH AT 100%, and my friend told me 4.06 doesnt feel right, maybe slower than the desktop, what do i need to do next to help him?

 

post-4413-0-34069900-1470736637_thumb.jpg

Posted (edited)

You clearly didn't understand the instruction video and to be honest i can't blame you because it isn't explained very great either!

The wizard assumes that people watching this know about the fact that FPS engines are using a rectilinear projection method to visualize the environment on your flat display making the displayed image itself have a cylindrical shape in relation with the FOV.
And that's the arc circle you see from the top perspective which is different for every FOV and the reason why you can only match the sensitivity to one point of the screen with different FOV.

He didn't mention anything about this or about the "pincushion distortion" effect which has also an important impact on this.

But hey, i'm not going to give you a whole lecture about all of this. That's the wizards job  :D.

 

What i can tell you is that you can't match your desktop sensitivity with overwatch, since desktop movement is a 100% linear movement.

the only thing you can do is match one point so, i suggest to match at 50% which means that the distance from the center of your screen and 50% is the same for desktop as for overwatch. This also means that the discrepancy is reduced to a minimum for all other distances since that's the point the deviates the most from the 50% FOV point. 

 

grtz

Edited by Bernd Matthys
Posted (edited)

thank you for taking your time,  from the last part i might understand something.

 

i understood the fov issue and something called "fish eye".

 

maybe what you suggested "50%" is a balance of

"more twists but we were adapted to this for so long"

and

"less twists but not the real circumstance, our muscle memory may fail"

 

am i right ?

 

You clearly didn't understand the instruction video and to be honest i can't blame you because it isn't explained very great either!

The wizard assumes that people watching this know about the fact that FPS engines are using a rectilinear projection method to visualize the environment on your flat display making the displayed image itself have a cylindrical shape in relation with the FOV.
And that's the arc circle you see from the top perspective which is different for every FOV and the reason why you can only match the sensitivity to one point of the screen with different FOV.

He didn't mention anything about this or about the "pincushion distortion" effect which has also an important impact on this.

But hey, i'm not going to give you a whole lecture about all of this. That's the wizards job  :D.

 

What i can tell you is that you can't match your desktop sensitivity with overwatch, since desktop movement is a 100% linear movement.

the only thing you can do is match one point so, i suggest to match at 50% which means that the distance from the center of your screen and 50% is the same for desktop as for overwatch. This also means that the discrepancy is reduced to a minimum for all other distances since that's the point the deviates the most from the 50% FOV point. 

 

grtz

Edited by starryson
Posted (edited)

in fact "pincushion distortion" the opposite of the fish eye effect which makes objects at the sides of the display unnaturally large in size and shape and increases along with the field of view.

This will tend to misestimate the size and shape of objects and gives misleading visual information since the objects will significant decrease in size when turning towards them.

This can have a negative impact on your overall aim when the effect is heavily noticeable.

 

50% is just the middle ground of the center and the edge of your screen and is about the best you can do for matching sensitivity across the whole field of view.
it will never be perfect but it will be a lot better then matching 100%.
The reason for this is the closer your mouse moves towards 50% the better both sensitivities are matched meaning the deviation is smaller.
So the deviation in sensitivity between 1% and 50% is smaller then between 1% and 100%.

When matching 100% the deviation narrows more down then 50% once you past the point of 75% mouse movement.

Decreasing your field of view also helps since it reduces the cylindrical effect of the image making it more flat and linear like the desktop environment.
But this gives other implications of course.

Edited by Bernd Matthys
Posted

got it ! you saved the wizard's time XD

in fact "pincushion distortion" the opposite of the fish eye effect which makes objects at the sides of the display unnaturally large in size and shape and increases along with the field of view.

This will tend to misestimate the size and shape of objects and gives misleading visual information since the objects will significant decrease in size when turning towards them.

This can have a negative impact on your overall aim when the effect is heavily noticeable.

 

50% is just the middle ground of the center and the edge of your screen and is about the best you can do for matching sensitivity across the whole field of view.
it will never be perfect but it will be a lot better then matching 100%.
The reason for this is the closer your mouse moves towards 50% the better both sensitivities are matched meaning the deviation is smaller.
So the deviation in sensitivity between 1% and 50% is smaller then between 1% and 100%.

When matching 100% the deviation narrows more down then 50% once you past the point of 75% mouse movement.

Decreasing your field of view also helps since it reduces the cylindrical effect of the image making it more flat and linear like the desktop environment.
But this gives other implications of course.

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