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Perceived sensitivity
Sandros94 reacted to CaptaPraelium for a topic
First, some background: We set our sensitivity such that a certain amount of mouse movement will result in a certain amount of soldier movement. In it's simplest form, we have our hipfire at some cm/360. If this were real life, when we use a magnified optic, that means that our movement is magnified accordingly. This is why shooters take such measures as controlling their breathing and heart rate. In game, where magnification amounts to a reduced FOV, this is very unwieldly. Having the same cm/360 at all levels of zoom, just doesn't work. As we zoom in, the sensitivity becomes impractically high - it feels too fast. Muh feels. So, we can use some formula, to reduce our sensitivity in proportion with reduced FOV. The math is fairly straightforward in this case, it is what we here refer to as "0% monitor matching". So, we try this.... and it doesn't feel right either. Muh feels. So, we can try to make our 3D game respond as though it were a 2D space like our desktop. This is obviously never going to work because the 3D game world is NOT in 2D no matter how hard we try to treat it as though it is. So, sometimes, it feels right, and other times, not so much. Muh feels. Now, 'muh feels' is a term which often carries negative connotation. The implication of saying 'muh feels' is that the person is ignoring 'muh reals' - ignoring reality in favour of their subjective sensation. I want to state very early on here, that such an attitude is not the point of this thread. On the contrary, it is clear to me that there is a strong reasoning for the way that sensitivity changes across FOV changes are perceived - and this is the golden word here - Perception. These 'muh feels' are not coming from nowhere. Yes, there will be some psychological effects like placebo and memory and many many others, but I don't think that any of us could put all of our observations down to just these effects. What we do know, is that the human brain performs a great deal of work on the image captured by our eyes, to determine relevant data such as distance, angle, size of objects in the game. It should be clear to us all by now, that this image processing performed by our brains, is having an effect on the way our movement feels in-game - otherwise, 0%MM would just work. In other threads, a great deal of work has been done to find a formula which 'feels' right. Just as much of that work has validated previous formulae, I hope that this thread will do the same. However, the intention of this thread is to take a different approach to finding that 'right' formula. Rather than a process of elimination - in other words, trying a formula, and adjusting it according to 'muh feels', until it 'feels' 'right', I want to take a look at WHY it doesn't 'feel' 'right'. I believe that a more scientific approach will be beneficial as a counterpart to the scatter-gun approaches which we have used in these other threads. I also want to be clear that I am by no means an expert on this subject. Human visual perception is kinda rocket science and I warmly welcome any input on this. However, the intention here is not to simply say "it feels too slow", or "it feels too fast", but to figure out WHY. The first step in solving any problem, is to define that problem clearly (Every properly defined question contains it's own answer), and to the best of my knowledge, this has not yet been done. I've collected a fair few documents and videos as a basis for this, and (largely because I have too many tabs open in my browser) I think it's about time I posted these links here for future reference. I hope you might take the time to look these over and give it some thought, and perhaps you might even have some information you could add to the discussion - I need all the help I can get The next post in this thread will be a 'library' of links that we can reference, which I will update over time as more information becomes available, and the following post will be a brief overview of what I've been able to derive from that information, which appears to be related to our perception of the 3D games projected on our 2D displays.1 point -
Perceived sensitivity
Xander_99-40 reacted to CaptaPraelium for a topic
Library http://www.tawbaware.com/projections.htm http://www.tawbaware.com/ptassembler_mod_rect_projections.pdf http://mathworld.wolfram.com/GnomonicProjection.html - So why is this formula different to the above? Because we're not doing a map projection of the globe. Turns out that the same terms are used both in cartography (maps) and photography - the latter of which is actually relevant to us. https://en.wikipedia.org/wiki/Rectilinear_lens - Note the image here, which shows us why e don't want to avoid the image distortion present in rectilinear projection. That fish-eye effect (known as 'barrel distortion') means that straight lines are no longer straight. This would be very bad in a shooter for example. Speaking for photography and its relevance to us, and distortion... https://en.wikipedia.org/wiki/Distortion_(optics) - but why? Let's look at how the machine creates the image... This can get pretty nerdy and isn't mandatory for understanding of this subject so feel free to skip the computer-stuff. It's the brain stuff that's important here. https://msdn.microsoft.com/en-us/library/windows/desktop/bb147302(v=vs.85).aspx?f=255&MSPPError=-2147217396 https://en.wikipedia.org/wiki/3D_rendering https://en.wikipedia.org/wiki/3D_projection https://en.wikipedia.org/wiki/Field_of_view_in_video_games https://developer.valvesoftware.com/wiki/Field_of_View Of course I should show these excellent examples provided by forum members (guys please take credit here!) And now we get into the real meat and potatoes of this thread, how this effects our perception of the image. Food for thought, let's start with Escher. https://en.wikipedia.org/wiki/Optical_illusion https://en.wikipedia.org/wiki/Perspective_(graphical) http://artsygamer.com/fov-in-games/ https://en.wikipedia.org/wiki/Angle_of_view#Cinematography_and_video_gaming https://en.wikipedia.org/wiki/Focal_length https://en.wikipedia.org/wiki/Normal_lens#Perspective_effects_of_short_or_long_focal-length_lenses https://en.wikipedia.org/wiki/Perspective_distortion_(photography) https://en.wikipedia.org/wiki/Angular_diameter https://en.wikipedia.org/wiki/Perceived_visual_angle https://en.wikipedia.org/wiki/Depth_perception And really, if you only read ONE of these links, this is the one I feel would be most pertinent: https://en.wikipedia.org/wiki/Forced_perspective Look at the CSGO image above, look at the Odessa Steps....1 point -
DPI/Sensetivity conversion (monitor size)
lykane reacted to potato psoas for a topic
Since the 24" is bigger, you will need to lower your DPI by ratio. Your new DPI would just be (15.6/24) x old DPI. E.g. a 400 DPI will now become a 260 DPI. The other way to do it is to imagine you are using a smaller portion of the 800x600 resolution. 15.6" as a portion of 24" gives us a resolution of 520x390. Then you can get your new DPI by converting from your old resolution to your new resolution, e.g.: Keep in mind that DPI values are limited to 100 or 50 increments, depending on your mouse, so it's not always possible to get the exact same sensitivity (as you can see by the results which are in red). You can lessen this problem by using a lower WPS value: It's one of the annoying parts about picking a sensitivity for life. Unless you've prepared for it, a change in resolution will always make things complicated. Hopefully they make mice with smaller DPI increments in the future so that this isn't as much of an issue. In terms of converting your ingame sensitivity... if you haven't already done it, you should convert your ingame sensitivity to windows/desktop using the conversion method you like best. And then it will give you a desktop DPI that matches your ingame. And then you multiply this DPI by 15.6/24 to get your new DPI. And then you just use this new DPI and convert back to your ingame.1 point