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Posted

I thought it was because I was playing in windowed fullscreen, but it wasn't, the problem is still there. For me at least, the game keeps messing with sensitivity, lowering it randomly and every now and then increasing it. I have no idea what's making it do that as I have both mouse acceleration and smoothing off. I can stand still, do a rough cm/360 test in game and get heavily different results a couple times in a row. Usually ending up at. I'd be willing yo blame my logitech G402 mouse if other games weren't behaving just fine.

  • Wizard
Posted
1 hour ago, AlexTheRed97 said:

can we pls fix the calculator, because its obvs not working properly

The calculations are correct (basically the same sensitivity as Unreal Tournament 4), but the game has some issues at the moment. We'll just have to wait for them to fix it.

  • 2 weeks later...
Posted

The strange mouse behavior I was experiencing with the sensitivity changing all the time was also present in Space Hulk Deathwing, another Unreal Engine 4 game. In that game I was able to fix it by adding the following lines in input.ini
 

[/Script/Engine.InputSettings]
bEnableMouseSmoothing=False
bViewAccelerationEnabled=False

 

I'm guessing it can fix it in Fortnite too, but I'm not sure which file it needs to be added to in this case, input.ini is blank. Can anyone with more UE4 knowledge chime in?

  • 1 month later...
Posted

In order to match my sensitivity as close as possible from Overwatch to Fornite. Should I do config or in-game when I do my calculations? Also I noticed i get different values. From 0.2 in-game to .5390 in config. 

  • Wizard
Posted

Any issues you guys might have is due to negative acceleration in the game. The only fix I know of is to setting the polling rate to 125Hz. Other than that we'll just have to wait for the devs to fix it.

 

On 9/21/2017 at 7:35 AM, stunna said:

In order to match my sensitivity as close as possible from Overwatch to Fornite. Should I do config or in-game when I do my calculations? Also I noticed i get different values. From 0.2 in-game to .5390 in config. 

The in-game and config file are not the same, so this is correct. Config file is most accurate, so use that.

Posted
On 9/22/2017 at 1:54 PM, DPI Wizard said:

Any issues you guys might have is due to negative acceleration in the game. The only fix I know of is to setting the polling rate to 125Hz. Other than that we'll just have to wait for the devs to fix it.

 

The in-game and config file are not the same, so this is correct. Config file is most accurate, so use that.

I was having issues finding the config for Fortnite. Where can I find it?

Posted
5 hours ago, stunna said:

I was having issues finding the config for Fortnite. Where can I find it?

%LOCALAPPDATA%\FortniteGame\Saved\Config\WindowsClient
Found this in the calculator and it works for me.
Posted
12 hours ago, Mixthat said:
%LOCALAPPDATA%\FortniteGame\Saved\Config\WindowsClient
Found this in the calculator and it works for me.

I dont have "Saved" after going to ForniteGame. What gives?

 

Posted

The calculator for Fornite gives me two options for sensitivities: Hipfire (config) & Aim (config), but I'm only able to input one sensitivity. Is it possible to have two different sensitivities for hipfire and AIM? 

  • Wizard
Posted
1 minute ago, stunna said:

The calculator for Fornite gives me two options for sensitivities: Hipfire (config) & Aim (config), but I'm only able to input one sensitivity. Is it possible to have two different sensitivities for hipfire and AIM? 

No, you have to choose which one to calculate for. The other will just have to follow.

Posted (edited)
On 8/11/2017 at 8:34 PM, ygdrad said:

The strange mouse behavior I was experiencing with the sensitivity changing all the time was also present in Space Hulk Deathwing, another Unreal Engine 4 game. In that game I was able to fix it by adding the following lines in input.ini
 


[/Script/Engine.InputSettings]
bEnableMouseSmoothing=False
bViewAccelerationEnabled=False

 

I'm guessing it can fix it in Fortnite too, but I'm not sure which file it needs to be added to in this case, input.ini is blank. Can anyone with more UE4 knowledge chime in?

Thanks i guess :D, after a quick test that's definitely removed some negative accel, sens feels way faster now.

Even if the input.ini is blank, after adding the lines, you can easily feel a difference.

@DPI Wizard you should try this out and give your opinion about it.

Edited by bebeto
  • Wizard
Posted
2 hours ago, bebeto said:

Thanks i guess :D, after a quick test that's definitely removed some negative accel, sens feels way faster now.

Even if the input.ini is blank, after adding the lines, you can easily feel a difference.

@DPI Wizard you should try this out and give your opinion about it.

These might fix some issues in certain cases, but it's unfortunately not a universal fix to remove all acceleration.

Posted

Converting from cs go, do you prefer viewspeed or 360? Do you think is better to set the sensitivity for aim or hipfire? Thanks

Posted (edited)
On 7/26/2017 at 11:29 AM, Akumos said:

The previous thing I posted, that file needs to be set to read only if you want to disable mouseaccel in there, I didn't even mention it but mouse accel is in that file too along with the other one ygdrad mentioned.

3cbf4e1fb3.png

FOVScale apparently is your ADS/zoomed sensitivity so if you swap it to like 0.33333 or whatever you can actually have two different sensitivities, hope that fixes your problems with it in the OP.

Does changing fovscale actually do this, also how does it work? Surely it's not just a multiplier of the sensitivity, because then it would be really slow by default.

Edited by Kilroy
Posted (edited)

So changing GameUserSettings.ini to have bDisableMouseAcceleration=True resets to false if not set to read only. Does that mean the value is not used and the game is using a hardcoded "true" or "false" value? People are saying they notice a difference on reddit but I'm not sure if it actually makes a difference (I did disable it my first day playing)

Edited by DarkFaith
Posted

Ok but is it necessary to make it read-only? It seems to overwrite the value. Or is it necessary to make it read-only just for first launch?

 

Would 500hz be enough? There's a difference in feel between them all but mouse feels especially sluggish at 125h, 500hz feels also doesn't feel as direct as 1000hz but it's manageable. 

  • Wizard
Posted

I don't have an issue with the value being overwritten, but maybe this varies depending on your setup.

500Hz will also help a bit, but I haven't really tested the different rates and how they perform yet.

Posted

This sensitivity calculator doesn't seem to be anywhere near the 360 when comparing CSGO to Fortnite Battle Royale.

I have 800DPI Sensitivity 1.4 in CSGO @ 4k

I set the FOV to 80 for hipfire in Fornite as per this thread. Just casual testing with 360's it seems at least 15-30 degrees out. Not having them match up is driving me insane but it's hardwork trying to do it manually trying to get a perfectly accurate 360 is proving diffcult!

  • Wizard
Posted
13 hours ago, jd87 said:

This sensitivity calculator doesn't seem to be anywhere near the 360 when comparing CSGO to Fortnite Battle Royale.

I have 800DPI Sensitivity 1.4 in CSGO @ 4k

I set the FOV to 80 for hipfire in Fornite as per this thread. Just casual testing with 360's it seems at least 15-30 degrees out. Not having them match up is driving me insane but it's hardwork trying to do it manually trying to get a perfectly accurate 360 is proving diffcult!

Are you using a mouse with 1000Hz report rate?

Posted (edited)

Btw when you have mouse acceleration enabled in windows, the polling rate affects the sensitivity. Is it possible there is still mouse acceleration in the game despite it being disabled in the config files?

I'm talking out of game and just using it on the desktop. Mouse acceleration causes the polling rate to affect mouse sensitivity. I'm guessing the acceleration is applied per poll

Edited by DarkFaith

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