Wheaks Posted February 21, 2022 Posted February 21, 2022 (edited) @DPI Wizard When I try to calculate degree/count, I realized it will be the same 360 distance from game to game no matter the fov, so I wanted to know how it works. How is the pixel ratio the same on lower fov (higher scopes) as the hipfire even that they took more distance to perform a 360? Edited February 21, 2022 by Wheaks
Drimzi Posted February 21, 2022 Posted February 21, 2022 (edited) There is less degrees on the screen (lower degree/pixel), so if you continue to rotate the same degree/count then you will rotate more pixels. You have to reduce the degree/count to rotate the same degree/pixels, and end up with a longer distance to rotate 360 degrees. Degree/pixels only uses the middle pixels. If you know there is a total of 103 degrees horizontally (Overwatch), which is across 1920 pixels, then you can scale that down to find how many there is in 1 pixel. 2 * atan(1/1920 * tan(103/2 * pi/180)) * 180/pi = ~0.075032 If you drop to 30 degrees vertically (Overwatch Widowmaker), then you end up with less degree/pixel. 2 * atan(1/1080 * tan(30/2 * pi/180)) * 180/pi = ~0.02843 Since the game rotates a fixed amount of degrees/count for each unit of sensitivity, you will want to reduce the sensitivity when you scope in (by ~0.028/0.075) to keep the same pixel ratio. When scoped, you will have to rotate ~38% of the original amount to preserve the sensitivity of the mouse, but you will end up with the inconvenience of a larger distance to turn 360 degrees. (2 * atan(1/1080 * tan(30/2 * pi/180)) * 180/pi) / (2 * atan(1/1920 * tan(103/2 * pi/180)) * 180/pi) = ~0.378909 Edited February 21, 2022 by Drimzi heckminth, DPI Wizard, Griffle and 1 other 3 1
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