haXudon Posted August 7, 2018 Posted August 7, 2018 Can we have this for the upcoming beta on August 10? oneandonly 1
haXudon Posted August 9, 2018 Author Posted August 9, 2018 The beta config files are out now. You can use that for the calculation. Thanks!!!
Wizard DPI Wizard Posted August 9, 2018 Wizard Posted August 9, 2018 13 minutes ago, haXudon said: The beta config files are out now. You can use that for the calculation. Thanks!!! Preloading it now.
haXudon Posted August 9, 2018 Author Posted August 9, 2018 (edited) // //Gameplay // //Frame rate cap (0 for none) max_fps = "0" // 0 to 1000 // //Gameplay // //Frame rate cap in the frontend (0 for none, should be smaller than com_maxfps) max_fps_menu = "60" // 0 to 1000 //Toggle framerate smoothing smooth_framerate = "0" // 0 or 1 //Horizontal field of view in degrees assuming 16:9 aspect ratio fov = "90" // 60 to 120 //Enable the ads fov to be relative to the cg_fov_default dvar relative_ads_fov = "1" // 0 or 1 splitscreen_orientation = "0" // 0 or 1 //Enable network void chat voice_chat = "1" // 0 or 1 //Enable occlusion of sound behind solid surfaces sound_occlusion = "1" // 0 or 1 //Mouse smoothing amount mouse_filter = "0" // 0 to 10 mouse_acceleration = "0" // 0 to 1 mouse_sensitivity = "12" // 0.01 to 100 //Multiply yaw sensitivity by this factor when in ADS. mouse_ads_yaw_ads_multiplier = "1" // 0 to 30 //Multiply pitch sensitivity by this factor when in ADS. mouse_ads_pitch_ads_multiplier = "1" // 0 to 30 //Enables monitor distance ADS scaling based on the sensitivity coefficient. mouse_ads_use_monitor_distance = "1" // 0 or 1 //Sets the ADS scaling coefficient in the monitor distance calculations (1.33 = 75% and 0 = 0% for aspect ratio 16:9). mouse_ads_monitor_distance_coefficient = "1.33" // 0 to 5 //Mouse vertical sensitivity mouse_vertical_sensitivity = "0.022" // -1 to 1 //Enable vertical look with the mouse mouse_vertical_look = "1" // 0 or 1 // //Setup // //Set to zero to force auto-detect to run at startup auto_detect_has_run = "1" // 0 or 1 //Thread count for handling the job queue worker_threads = "2" // 2 to 8 //Clear to check driver against recommended last_driver_nvidia = "39882" // 0 or bigger //Clear to check driver against recommended last_driver_amd = "0" // 0 or bigger //Fraction of video memory usage to target video_memory = "0.975" // 0.75 to 1 // //Display // // 0 - Windowed, 1 - Fullscreen, 2 - Fullscreen Window, 3 - Fullscreen Extended Window fullscreen_mode = "1" // 0 to 3 // //Display // // 1 - Fullscreen, 2 - Fullscreen Window, 3 - Fullscreen Extended Window fullscreen_preferred_mode = "1" // 1 to 3 //Window X position window_x = "3" // -8192 to 8192 //Window Y position window_y = "22" // -8192 to 8192 //Window width window_width = "0" // 0 to 16384 //Window height window_height = "0" // 0 to 16384 //Window is maximized window_maximized = "0" // 0 or 1 //Fullscreen resolution fullscreen_resolution = "1920x1080" // any text refresh_rate = "143.996" // 1 to 240 //Monitor index to use for fullscreen monitor = "1" // 0 to 8 //Vsync only applies in fullscreen vsync = "0" // 0 or 1 //Apply Vsync but only in the frontend vsync_menu = "0" // 0 or 1 //Percentage of window resolution that the 3D scene renders at resolution_percent = "100" // 30 to 200 //Color spaces for monitor output display_gamma = "sRGB" // sRGB, or rec.709 //Force specific aspect ratio independent of window aspect ratio aspect_ratio = "window" // window, 5:4, 4:3, 16:10, 16:9, 21:9, or 32:9 // //Graphics // //LOD's to drop on models, lower numbers are higher quality mesh_quality = "0" // 0 to 32 //0 - Force 2x anisotropic filtering, 1 - Per material, 2 - Force 16x anisotropic filtering texture_filter = "2" // 0 to 2 //Number of mips to drop on streamed textures, lower numbers are higher quality texture_quality = "0" // 0 to 3 //Number of mips to drop on effects and dynamic decals, lower numbers are higher quality texture_quality_fx = "0" // 0 to 15 //Number of mips to drop on reflections, lower numbers are higher quality texture_quality_probes = "0" // 0 to 16 //Number of mips to drop on sun shadows, lower numbers are higher quality texture_quality_baked_sun_shadows = "0" // 0 to 1 //Force lowest mips to stay loaded instead of streaming texture_low_detail_resident = "1" // 0 or 1 disable_dynamic_light_shadows = "0" // 0 or 1 disable_dynamic_sun_shadows = "0" // 0 or 1 //Particle shadow support fx_shadows = "1" // 0 or 1 //Resolution of spot light shadows spot_shadow_texture_size = "4096" // 128 to 8192 //Resolution of omni (point) light shadows omni_shadow_texture_size = "512" // 128 to 2048 //Enable multi-sampled soft shadows shadow_filtering = "1" // 0 or 1 //Enabled order-independent transparency oit = "1" // 0 or 1 //Maximum number of overlapping transparency layers oit_layers = "16" // 8, 9, 12, or 16 //Screen-space ambient occlusion method ssao_technique = "GTAO High Quality" // Disabled, GTAO Low Quality, GTAO Medium Quality, GTAO High Quality, or GTAO Ultra Quality //Anti-aliasing technique aa_technique = "Filmic SMAA T2x" // None, FXAA, SMAA 1x, Filmic SMAA 1x, SMAA T2x, or Filmic SMAA T2x //Per-object motion blur motion_blur = "Auto" // Off, Auto, or On motion_blur_quality = "High" // Low, Medium, or High //Better lighting for skin subsurface_scattering = "1" // 0 or 1 //Set to 3 to enable triple buffering, useful to prevent large framerate drop when vsync is on backbuffer_count = "2" // 2 to 3 //HDR display mode hdr_display_mode = "-1" // -1 to 2 //Enable screenspace reflection ssr = "1" // 0 or 1 //Index of GPU to use (-1 for auto-detect) display_adapter = "-1" // -1 or bigger //Enable viewmodel self shadowing shadow_viewmodel_self = "All" // Off, Sun Only, Spot Only, or All dedicated_player_shadow = "All" // Off, Sun Only, Spot Only, or All //Enable voice chat enable_voice = "1" // 0 or 1 //Chat input device voice_input_device = "" // any text //Chat input volume voice_input_volume = "80" // 0 to 100 //Chat output device voice_output_device = "" // any text //Chat output volume voice_output_volume = "100" // 0 to 100 //Using push to talk voice_push_to_talk = "1" // 0 or 1 //Sensitivity of voice activation voice_va_sensitivity = "57" // 0 to 100 //Set to 1 or 2 to display an ingame overlay of the frame performance over time. show_performance_graph = "0" // 0 to 16 Edited August 9, 2018 by haXudon potato psoas 1
potato psoas Posted August 10, 2018 Posted August 10, 2018 5 hours ago, haXudon said: //Enables monitor distance ADS scaling based on the sensitivity coefficient. mouse_ads_use_monitor_distance = "1" // 0 or 1 //Sets the ADS scaling coefficient in the monitor distance calculations (1.33 = 75% and 0 = 0% for aspect ratio 16:9). mouse_ads_monitor_distance_coefficient = "1.33" // 0 to 5 wait, wait... what is this??
noaimBoii Posted August 10, 2018 Posted August 10, 2018 2 hours ago, potato psoas said: wait, wait... what is this?? I guess they played some battlefield and decided to copy its uniform aiming option, which is great of course. I wish every game would do this.
Drimzi Posted August 10, 2018 Posted August 10, 2018 (edited) A lot of good options here. Play with any aspect ratio with black bars. Option for relative fovs for correct scope magnifications (probably going to make quickscoping OP) Coefficient over tan scaling for pitch and/or yaw Monitor match, using a coefficient Good fov range, using 16:9 measurement, instead of resolution based (unless it switches between the two, like resolution based for aspect ratios lower than 16:9, and 16:9 for wider aspect ratios like Fortnite, or the opposite like Overwatch). Power saving / tear free menus Performance overlay Thread count (for performance vs input lag?) Object motion blur (instead of horrible camera motion blur) All that is missing is option for absolute sensitivity value for every magnification, and option to define the aspect ratio for the horizontal fov. 56 minutes ago, noaimBoii said: I guess they played some battlefield and decided to copy its uniform aiming option, which is great of course. I wish every game would do this. Or noticed that pretty much anyone that has been interested in converting their sensitivity, and used this website, has been exposed to the monitor distance method. It's a good feature, I reckon all developers should be adding more sensitivity options like this. I'm surprised they defaulted to monitor match with 1.33 coefficient though, but I guess they want the sensitivity to feel okay from the get-go for anyone coming from CSGO and Battlefield 1. Edited August 10, 2018 by Drimzi
iBerggman Posted August 10, 2018 Posted August 10, 2018 Yeah, it's great to see more games starting to adapt ads scaling as a sensitivity setting, Insurgency: Sandstorm seems to use 56.25% by default as well with sliders for hipfire, aiming, scoping and focus. It's perhaps not a perfect solution compared to separate sliders for everything but it's a nice change in direction for sure.
haXudon Posted August 10, 2018 Author Posted August 10, 2018 Black Ops 4 Beta is out now and playable. Please update calculator please.
Wizard DPI Wizard Posted August 10, 2018 Wizard Posted August 10, 2018 12 minutes ago, haXudon said: Black Ops 4 Beta is out now and playable. Please update calculator please. Already got it, working on it now. snyh1, oneandonly and potato psoas 1 2
snyh1 Posted August 10, 2018 Posted August 10, 2018 vor 38 Minuten schrieb DPI Wizard: vor 38 Minuten schrieb DPI Wizard: Already got it, working on it now. hyped! Could you explain that ADS Coefficient stuff? Im lost
Drimzi Posted August 10, 2018 Posted August 10, 2018 Assuming the game still uses 0% monitor match like other call of duty games. If you use the ads multiplier for pitch or yaw, it will still scale sensitivity using 0% monitor match, but will speed it up by a flat amount. All ads fovs will scale 'correct' relative to each other, but essentially the hipfire will be slower than it should be. As for the monitor match system, it's the same as this websites calculator, but using a multiplier for the vertical rather than a percentage of the horizontal. It overrides the scaling behaviour completely.
Drimzi Posted August 10, 2018 Posted August 10, 2018 (edited) Looks like they are using same sensitivity as Overwatch? Did they fix the fovs since bo3? Edited August 10, 2018 by Drimzi
Wizard DPI Wizard Posted August 10, 2018 Wizard Posted August 10, 2018 8 minutes ago, Drimzi said: Looks like they are using same sensitivity as Overwatch? Very close, but not exactly the same. I'm currently analyzing the scope scaling.
spudzzy Posted October 14, 2018 Posted October 14, 2018 I'm confused by the Horizontal ADS Sensitivity. Do I not adjust the vertical as well?
Wizard DPI Wizard Posted October 14, 2018 Wizard Posted October 14, 2018 2 hours ago, spudzzy said: I'm confused by the Horizontal ADS Sensitivity. Do I not adjust the vertical as well? Yes, set it to the same value.
spudzzy Posted October 14, 2018 Posted October 14, 2018 12 hours ago, DPI Wizard said: Yes, set it to the same value. Also, is the ADS sensitivity for the calculation for iron sights or one of the various scopes?
Wizard DPI Wizard Posted October 14, 2018 Wizard Posted October 14, 2018 I just added an explanation now, it's for the Reflex sight.
JakobseNSebastiaN Posted October 19, 2018 Posted October 19, 2018 why is my ads sensitivity not the same when i use smg and assault rifle. its not even close. i cant aim when i go to smg. pls help xd. this shit is killing me. wish it would be like the old cods. where all had the same ads sens.
Drimzi Posted October 19, 2018 Posted October 19, 2018 Use legacy ads sens scaling and independent ads fov, its the same as old cods. JakobseNSebastiaN 1
JakobseNSebastiaN Posted October 19, 2018 Posted October 19, 2018 i am. still smg and assault are not the same sens when i aim down sight. you can try it in costom. its not even close
Wizard DPI Wizard Posted October 20, 2018 Wizard Posted October 20, 2018 13 hours ago, JakobseNSebastiaN said: i am. still smg and assault are not the same sens when i aim down sight. you can try it in costom. its not even close How are you measuring this, 360 distance?
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