Grumple871 Posted May 16, 2017 Posted May 16, 2017 Hey all, I have been trying to wrap my head around viewspeed, and am having trouble understanding something. I have looked through a lot of the informational threads regarding viewspeed posted here, but I'm having trouble making sense of it all. I am wondering; When I input my information for Overwatch to use as my base, then convert the sensitivity to, say, Quake Live, why does the distance for a 360 change when selecting Viewspeed or 360° Distance? Why is the resulting sensitivity when Viewspeed is selected higher than when 360° Distance is selected when both games are running at 100 FOV and the same monitor resolution / mouse DPi? 360° Distance Viewspeed I would really like to try to understand why this is happening. As it is now, I much prefer how 360° Distance feels. Why is viewspeed recommended when the sensitivity it provides feels faster/higher than the sensitivity 360° Distance provides for two games both running at 100 FOV at 1080p? Thanks all
Drimzi Posted May 16, 2017 Posted May 16, 2017 (edited) Edited January 28, 2018 by Drimzi Grumple871 and DPI Wizard 2
Grumple871 Posted May 16, 2017 Author Posted May 16, 2017 (edited) Thank you for your response! That helps to clarify some things on a level I can digest! I am confused about something else now, however. I notice how the calculator says that Quake Live is using 115 "actual" HFoV, however, in the FoV field on the calculator I had typed 100. Should I lower the number in the FoV field to lower that "actual HFOV" to 100 to match Overwatch? Edited May 16, 2017 by Grumple871
Drimzi Posted May 16, 2017 Posted May 16, 2017 (edited) Edited January 28, 2018 by Drimzi Grumple871 1
Grumple871 Posted May 16, 2017 Author Posted May 16, 2017 Thank you again for your reply! You are really enabling me to understand this more on a conceptual level! So if you're using the viewspeed method, does the 100 FoV in Overwatch vs 115 FoV in Quake Live really matter for the purposes of aiming, flicking, etc.? Or should I really be trying to run Quake Live at ~84FoV to have an "Actual HFoV" of ~100 to match Overwatch? I'm trying to unify several games and train muscle memory, etc. This site and calculator are fantastic, it's just a lot to take in :). Thank you again for your excellent assistance!
Drimzi Posted May 16, 2017 Posted May 16, 2017 (edited) Edited January 28, 2018 by Drimzi Grumple871 1
Grumple871 Posted May 16, 2017 Author Posted May 16, 2017 Just seeking clarification, when you say consistency, what explicitly are you referring to? Just the consistency of FoV numbers? I am looking for muscle memory consistency, for tracking and flicking, and how those are visually represented in a given game, personally. Is this what you're referring to? Also, for my curiosity, why would varying FoVs not affect muscle memory and smaller flicks across different games, while simultaneously affecting 180 degree flicks? There seems to be some dissonance in my understanding there. How could rotation be affected on a 180 degree turn, and not affected on a smaller turn, such as a flick? I have a lot of small questions like this, and if you would prefer I PM you for the sake of avoiding forum clutter, I can do that. I feel it's valuable information personally, and would like your excellent explanations to be view-able to other newbies like me
Drimzi Posted May 17, 2017 Posted May 17, 2017 (edited) Edited January 28, 2018 by Drimzi Grumple871 1
Grumple871 Posted May 17, 2017 Author Posted May 17, 2017 So, it would seem to be that the most sound approach would be to match FoVs in games which allow you to modify it, and use viewspeed in games that don't? For instance, in Overwatch, I have FoV configured to 100. In Quake live, to achieve an "Actual HFov" of 100, I would type 83.58 in the calculator. So in Quake Live, I would use the developer console and input a FoV of 83.58. Viewspeed isn't really necessary for finding sensitivity calculations if the "actualHFoV" for QL and the FoV for Overwatch are identical. 360 Distance can be used dependably in this situation. In a game like CS:GO, where the FoV cannot be adjusted, or a game like Killing Floor 2, where the FoV is hidden from the user, I would have to depend on the viewspeed calculations. Is that correct? Am I over-complicating this? I feel like this is beginning to make sense, but I could always be mistaken!
Endingshadows Posted December 7, 2017 Posted December 7, 2017 (edited) I've been searching for a thread that breaks down FOV and view speed calculations EXACTLY like this one for the last two days now. I've bookedmarked it. Can this be stickied? Edited December 7, 2017 by Endingshadows
Jeffy14 Posted December 10, 2017 Posted December 10, 2017 On 5/16/2017 at 06:22, Drimzi said: Your games are at different FOVs, you have Overwatch set to 100 and Quake set to 115.63. If you convert using 360 distance, then your using a fixed degree rotation for every mouse count, regardless of how many degrees are shown on your screen. If you have a 360 distance of 5 inch at 100 FOV and a 1000 DPI mouse, then it takes 5000 counts to rotate 360 degrees, each count rotates 0.072 degrees, so at 100 FOV it will take you 695 counts to move your crosshair to the edge of the screen, at 50 FOV it will take 348 counts, at 15 FOV only 105 counts. If you have gained muscle memory for instant flicks at 100 FOV and then zoom in with a sniper rifle at 15 FOV and try flick to an enemy on the edge of your screen, you will rotate 50 degrees rather than the 7.5 degrees needed. So, matching 360 distance to different FOVs, aiming at what you see on your screen with any consistency becomes an impossible task because the distance you need to move the mouse depends entirely on the FOV. Matching 360 only works if the FOV are 100% identical. With Viewspeed, the distance remains consistent no matter what the FOV is, 360 rotation is irrelevant when it comes to aim. This is why I recommend Viewspeed. Your muscle memory is based on what you see on your screen and the speed that objects seem to move on your screen as you move your mouse. The only muscle memory benefit you get from matching 360 distance is 180 flicks, but aiming at what you see on your screen is far more important than 180 flicks. The numbers above may not be entirely accurate but should get the point across. Bro your just made me understand. This is just awesome. Thanks
Traxilla Posted December 10, 2017 Posted December 10, 2017 Question is tho, is viewspeed v1 or viewspeed v2 better in this regard? One of them gotta overaim/Underaim since the result is not the same on both of them
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