Typingram Posted August 20, 2023 Posted August 20, 2023 hey, I just don't know how else to contact you so I'm writing here. I just don't understand how these fovs work in terms of where the dots are positioned on the screen. What i mean is that if you draw an imaginary sphere around your character, take a point on it and project it onto the horizontal and vertical lines drawn on the sphere through the point of the center of your screen than will its coordinates in a plain coordinate system on the screen itself be proportionate to those two angles that we got by projecting the point on the sphere? And if not how does the display of dots on screen corelate to those angles from the sphere? And the more important question is actually: "If i want all my sensetivities to feel the same no matter the fov should I make my cm/360 proportionate to 1 divided by my fov, or if not which function of the fov should my cm/360 be proportionate to?" Thanks a lot @DPI Wizardin advance, you are goated.
Wizard Solution DPI Wizard Posted August 20, 2023 Wizard Solution Posted August 20, 2023 12 minutes ago, Typingram said: hey, I just don't know how else to contact you so I'm writing here. I just don't understand how these fovs work in terms of where the dots are positioned on the screen. What i mean is that if you draw an imaginary sphere around your character, take a point on it and project it onto the horizontal and vertical lines drawn on the sphere through the point of the center of your screen than will its coordinates in a plain coordinate system on the screen itself be proportionate to those two angles that we got by projecting the point on the sphere? And if not how does the display of dots on screen corelate to those angles from the sphere? The relation between the actual FOV and the monitor distance is calculated, in this old video you can see it visualized: 12 minutes ago, Typingram said: And the more important question is actually: "If i want all my sensetivities to feel the same no matter the fov should I make my cm/360 proportionate to 1 divided by my fov, or if not which function of the fov should my cm/360 be proportionate to?" This is Monitor Distance 100%, and depending in whether you use the horizontal or vertical FOV to do this, you get either MDH 100% or MDV 100%. The method will for many make the scopes feel too fast, since you need to match the movement to the edge of the monitor (side for MDH, top for MDV) to actually match the movement. Monitor Distance 0% however, will match the tracking speed, i.e. the rate at which you move your mouse to track a moving target.
Typingram Posted August 20, 2023 Author Posted August 20, 2023 @DPI Wizardsorry to bother you again, but could you please explain what is the difference between 16:9 black bars and 16:9 stretched res? Also I have a 3840/2160 monitor but when i play games in 1600:900 there are the black bars on the top and bottom though 3840/2160=1600/900, why is that?. Also what is the difference between Hdeg 16:9, Hdeg 4:3 and the other hdeg option?
Wizard DPI Wizard Posted August 20, 2023 Wizard Posted August 20, 2023 2 minutes ago, Typingram said: @DPI Wizardsorry to bother you again, but could you please explain what is the difference between 16:9 black bars and 16:9 stretched res? It's explained in the instructions. If you have a 16:9 monitor, then there's no difference between black bars and stretched, it's only a viable option if your monitors aspect ratio is different than the configured aspect ratio for the game. 4 minutes ago, Typingram said: Also I have a 3840/2160 monitor but when i play games in 1600:900 there are the black bars on the top and bottom though 3840/2160=1600/900, why is that? This must mean that the game is forcing a different aspect ratio than 16:9, regardless of the resolution. 5 minutes ago, Typingram said: Also what is the difference between Hdeg 16:9, Hdeg 4:3 and the other hdeg option? Also explained in the instructions
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