zhou707377543 Posted May 14, 2023 Posted May 14, 2023 As is well known, in fps games, the adjustment coefficient m of the high magnification sight sensitivity is an operation applied to the waist shot sensitivity of the game. The definition method of the coefficient m varies among different games, for example, the relationship between the sight sensitivity coefficient m and the hand adjustment coefficient k of csgo is defined by fov, with K=90 (fov)/(40fov * m), while OW is the sight sensitivity coefficient m and the hand adjustment coefficient k are equivalent, that is, K=m, The latest Call of Duty and Apex's scope coefficient m are defined as K1=m * K, where m=1 represents 100% of the K value and m=0.7 represents 70% of the K value. In summary, different games have different definitions of the scope sensitivity coefficient. I would like to know if there are other definition methods on the market, such as Crossfire, and if you encounter a brand new game, How can we quickly infer the direct relationship between the sight coefficient m and the hand feel coefficient K.
zhou707377543 Posted May 14, 2023 Author Posted May 14, 2023 (N1/N2)=K,N=(cm/360°),mdh0%,K=(tan((fov1)/2))/(tan((fov2)/2))。
zhou707377543 Posted May 14, 2023 Author Posted May 14, 2023 After reading the post you answered, I have roughly gained some understanding. Are you right? Firstly, there is no universal formula for mapping hip firing sensitivity to scope high magnification sensitivity. Specifically, for each game, it needs to be analyzed in this game. Secondly, I have some personal understanding. Do you see it correctly? I believe that K and the sensitivity m of the scope, which determine the comfort of high-power mirror opening, are always inversely proportional in most games, that is, K=a/(bm), and the values of a and b need to be analyzed in different games. For example, in CSGO, a and b are 90/40 (4 to 3 fov), and in Apex, they are (mdh0%)/m, and I have also found exceptions, In the definition of "Watch Pioneer", the value of "m" in the scope is the value of the comfortable pull gun coefficient K, which means that if m=100, it is 1/(100%)=K, and if m=37, it is 1/(37%)=K. The definition of "comfortable pull gun coefficient K" refers to N1=KN2, which is the comfort coefficient required to match the hand pull gun to a certain distance on the screen.
zhou707377543 Posted May 14, 2023 Author Posted May 14, 2023 5小时前,DPI Wizard说: See this post Also, if there is a significant difference in FOVs for a game, what method would be more reasonable to convert, such as converting from hfOV 110 to hfOV 80
Wizard DPI Wizard Posted May 14, 2023 Wizard Posted May 14, 2023 All scopes should be treated solely based on their FOV, not what game they're from, what the hipfire FOV is in that game or how the game scales aims by default. A scope with FOV X should always have a 360 distance of Y regardless of game.
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