Skidushe Posted July 20, 2018 Posted July 20, 2018 I could think of doing it if you could kind of draw out an angle grid in front of you, but with games like PUBG and most games where that's not possible, and probably wouldn't get accurate results, how does it end up getting done? The only other way I could think is a data mining sort of approach but that sound like way too much work
Wizard DPI Wizard Posted July 20, 2018 Wizard Posted July 20, 2018 By analyzing each and every one of them with scripts simulating mouse movement Some of the scope FOV's are linked to their power, but they can be based on HFOV, VFOV or perceived zoom, while others have absolutely no relation to their zoom power name at all. Data mining done by others can help support the analysis, but due to the wast amount of different engines and protected source codes this is not a method to rely on. So to take out any guesswork they are each analyzed individually.
Drimzi Posted July 20, 2018 Posted July 20, 2018 I think you just need to know the exact counts for a 360, and then you check how many counts to go to the top of the screen for vfov, and horizontal edge of the screen for hfov, and then compare the counts.
Wizard DPI Wizard Posted July 20, 2018 Wizard Posted July 20, 2018 2 minutes ago, Drimzi said: I think you just need to know the exact counts for a 360, and then you check how many counts to go to the top of the screen for vfov, and horizontal edge of the screen for hfov, and then compare the counts. Indeed that's the principle. The challenge however is when the view does not rotate 360 degrees (like in a lot of vehicles) and/or the full view is obstructed by scope edges etc.
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