potato psoas Posted December 12, 2017 Posted December 12, 2017 (edited) Here is an edited version of my previous diagram: So yeah, it was hard to wrap my head around but it's not the cm/360 that determines the sensitivity but the angle you turn around... and that has to do with CPI doesn't it? So this diagram has nothing to do with calculating sensitivity, just explaining how different axes can share a 1:1 projection with some cropping and adding of FOV... like, if you imagined 180 FOV the circle would be infinitely big and that's just ridiculous - can't have a cm/360 that is that big! So then I think the solution to the FOV to FOV conversion is that your cm/360 will be based on both the HFOV and VFOV. Edited December 12, 2017 by potato psoas
potato psoas Posted December 12, 2017 Posted December 12, 2017 (edited) So because I no longer think VFOV and HFOV have different cm/360, here is another Excel document that you should download: https://1drv.ms/x/s!AgoMjDNmWWpe6BNOggV8D4ynasKz Quoting my instructions: On 12/12/2017 at 2:47 AM, potato psoas said: Just download the file and you can edit the settings[]. I've been using this method for ages now and it actually feels perfect. If it is slower than you expected then you need to increase your DPI/2D sensitivity. I bet you'd get similar kind of sensitivities as Viewspeed if you used a higher DPI. Edit: I have also made a Google Sheets Doc as I was asked to make one: https://docs.google.com/spreadsheets/d/1WVC-ON76awAaqHqJoCP44JNQi6pTJ2jdFvdVGFGC5lM/edit?usp=sharing Edited December 13, 2017 by potato psoas
Bryjoe Posted December 12, 2017 Posted December 12, 2017 2 hours ago, potato psoas said: So because I no longer think VFOV and HFOV have different cm/360, here is another Excel document that you should download: https://1drv.ms/x/s!AgoMjDNmWWpe6BNOggV8D4ynasKz Quoting my instructions: So, how much of a difference are we talking from Viewspeed V2?
potato psoas Posted December 13, 2017 Posted December 13, 2017 (edited) 1 hour ago, Bryjoe said: So, how much of a difference are we talking from Viewspeed V2? All the methods, 0% and 100% MM, Viewspeeds v1 and v2 and this method all share similar consistency as you can see in this graph: On 12/3/2017 at 6:11 PM, potato psoas said: Because the curves are so similar the 3D to 3D conversions actually feel quite accurate (within a certain FOV range). But the problem is that they artificially increase your 3D sensitivity. A lot of people are used to playing 0%, so compared to this it will feel quite slow. If you usually play on a 30cm/360 @ 90FOV in 0% games or 35cm/360 with Viewspeed it will turn into a 42cm/360 with this method. If that feels too slow then you should increase your DPI so that you get similar results as Viewspeed or 100% MM. But of course that's if you even want to match your desktop to your in-game. Best bet is to test it for yourself - I made sure to make the layout really nice. Edited December 13, 2017 by potato psoas
Drimzi Posted December 13, 2017 Author Posted December 13, 2017 (edited) Edited January 28, 2018 by Drimzi
Drimzi Posted December 13, 2017 Author Posted December 13, 2017 (edited) Edited January 28, 2018 by Drimzi
Snook_ Posted December 13, 2017 Posted December 13, 2017 Something I don't get here. It seems most people just want to convert their sensitivity from CSGO to PUBG. From what I understand CSGO uses monitor distance 75% natively Why would you not just use Monitor Distance 75% and do all your conversions, just use 103 FOV as that's close enough to 106 Default at 16:9 Why bother with all these viewspeed beta equations when you can just scale your sensitivity exactly the same as CSGO? (Note I understand a lot of that chat is about 2d to 3d which makes sense, but other than that, why not use monitor match 75%?) Cheers
Drimzi Posted December 13, 2017 Author Posted December 13, 2017 (edited) Edited January 28, 2018 by Drimzi
Drimzi Posted December 13, 2017 Author Posted December 13, 2017 (edited) Edited January 28, 2018 by Drimzi WhoCares? 1
KandiVan Posted December 13, 2017 Posted December 13, 2017 Theres no option to change the FOV in those formulas? And the result is in radians? Need some more clarification on how to use them.
Bryjoe Posted December 13, 2017 Posted December 13, 2017 (edited) 6 hours ago, Snook_ said: Something I don't get here. It seems most people just want to convert their sensitivity from CSGO to PUBG. From what I understand CSGO uses monitor distance 75% natively Why would you not just use Monitor Distance 75% and do all your conversions, just use 103 FOV as that's close enough to 106 Default at 16:9 Why bother with all these viewspeed beta equations when you can just scale your sensitivity exactly the same as CSGO? (Note I understand a lot of that chat is about 2d to 3d which makes sense, but other than that, why not use monitor match 75%?) Cheers 2 The current implementation (Viewspeed V2) is actually very close to Monitor Distance 75%. I think the base of this conversation is related to converting desktop sensitivity. Even when matching based on Monitor Distance 75% there are still situations where it doesn't feel good, typically when going between high or low FOVs or going from 2D to 3D. I have always thought Viewspeed felt a bit better than monitor distance 75%, but really it is so close that I probably could hardly tell if I compared them side by side in a typical game at a typical FOV. Also, in reference to PUBG, the third person conversion has long been an issue when trying to match sensitivities, 3rd person games often feel terrible when you match them based on a ratio. They are trying to find a perfect solution that works in every single scenario and I am excited to see if they can. The irony is, a TON of games have very poor sensitivity options that make these detailed calculations obsolete. If they don't have a way to match based on multiple decimals, for example. Even high profile multiplayer games like Rainbow Six Seige and Call of Duty have locked aimed sensitivities that ruin the whole point of in-depth sensitivity calculations. Edited December 13, 2017 by Bryjoe
Drimzi Posted December 13, 2017 Author Posted December 13, 2017 (edited) Edited January 28, 2018 by Drimzi
KandiVan Posted December 13, 2017 Posted December 13, 2017 (edited) 8 minutes ago, Drimzi said: Change 1080 (resolution height), 400 (DPI) and 90 (config fov) to your own values. It says radians because it assumes the units. and the multiplier (4) is changed to 2 if i play on 4/11 correct? or do i just change 400 to 200 if i play on 4/11, that gives a value that seems relatively close to what im looking for (~26 inches/360). Is this correct for 400 DPI, 4/11 WPS on 1600x900 desktop res with an ingame vFOV of 67? Edited December 13, 2017 by KandiVan
RexVoluntas Posted December 13, 2017 Posted December 13, 2017 9 hours ago, Drimzi said: Corrected Diagonal Viewspeed Formula. Horizontal Deg. | 4:3 Base Horizontal Deg. | 16:9 Base Vertical Degrees Do I still do the method of using Quake Champions as you suggested earlier, and pretend that its WIndows/Desktop?
Drimzi Posted December 13, 2017 Author Posted December 13, 2017 (edited) Edited January 28, 2018 by Drimzi
RexVoluntas Posted December 13, 2017 Posted December 13, 2017 17 minutes ago, Drimzi said: No because it scales differently to viewspeed 2. You have to generate 360 distances for every fov. A few posts back I showed how to generate a 360 distance for every fov automatically. Ok cheers!
Drimzi Posted December 13, 2017 Author Posted December 13, 2017 (edited) Edited January 28, 2018 by Drimzi WhoCares? and RexVoluntas 1 1
WhoCares? Posted December 13, 2017 Posted December 13, 2017 (edited) Thank you, that helped me to understand how to use the Diagonal Viewspeed -formula I couldn't test it yet, but anyways thank you for all your work! Edit: There might be a little miststake in the 16:9 Formular With 300 DPI 1080p I recive 19.7909 Inches in 90 fov 4:3 19.9177 Inches in 73 vertical fov but 17.6642 Inches at 106 fov 16:9 <-That should be arround 19.xx Inches too Edited December 13, 2017 by WhoCares?
Drimzi Posted December 13, 2017 Author Posted December 13, 2017 (edited) Edited January 28, 2018 by Drimzi
WhoCares? Posted December 13, 2017 Posted December 13, 2017 4 minutes ago, Drimzi said: It seems to work fine for me. 4:3 90 = 19.79 16:9 106 = 19.8351 vertical 74 = 19.747 Thats strange..I double checked before I posted to not mess something up, but I recived the wrong value twice. No I did it a third time and it is correct this time My browser might storeed someting wrong in the cache (I closed my browser in between) Sorry for the confusion
Cocyx Skeleton Posted December 13, 2017 Posted December 13, 2017 I'm probably way out of my element, but why does DPI matter in the calculation? If we're converting desktop sensitivity into game sensitivity, wouldn't the calculation be the same no matter what DPI your mouse is? The current viewspeed v2 calculator has the same output no matter what DPI you use, as long as you use the same DPI in-game.
Drimzi Posted December 13, 2017 Author Posted December 13, 2017 (edited) Edited January 28, 2018 by Drimzi
WhoCares? Posted December 13, 2017 Posted December 13, 2017 (edited) 19 minutes ago, Cocyx Skeleton said: I'm probably way out of my element, but why does DPI matter in the calculation? If we're converting desktop sensitivity into game sensitivity, wouldn't the calculation be the same no matter what DPI your mouse is? The current viewspeed v2 calculator has the same output no matter what DPI you use, as long as you use the same DPI in-game. 15 minutes ago, Drimzi said: Correct, if the DPI is the same ingame and out of game, then it can be set to any value. It will cause more confusion if I exclude it from the sensitivity calculation. Oh woops, I thought this formular was valid for both 2D-3D and 3D-3D, because you had to select a specified dpi. (I use 300 DPI for Desktop) So it's not? Edited December 13, 2017 by WhoCares?
Drimzi Posted December 13, 2017 Author Posted December 13, 2017 (edited) Edited January 28, 2018 by Drimzi
WhoCares? Posted December 13, 2017 Posted December 13, 2017 (edited) 8 minutes ago, Drimzi said: It is. The CSGO sensitivity formula is using the same DPI variable in the distance formula and in the game sensitivity calculation, so they cancel out. Any DPI can be set in that CSGO formula and it will output the same sensitivity values. Just make sure the WPS modifier is correct. The game sensitivity and desktop sensitivity is linked. As long as the DPI is the same ingame and on the desktop, then the speeds are matched. So once you have the sensitivity value that corresponds to your desktop speed, you can change your DPI to get the speed that you want. Okay, thanks for clarification. Thats how I understood it before, the one comment just made me unsure Edited December 13, 2017 by WhoCares?
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