Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 02/07/2018 in all areas

  1. 1 point
  2. tldr present scaling formula only worry about the image on screen and not the image that gets to your eye. New formula incoming.
    1 point
  3. Sure, 56.25% is just distance matched to the 1:1 aspect ratio, and yes, it can be misinterpreted as 1:1 movement instead of 1:1 aspect ratio, but that misinterpretation may not matter much if this theory is correct. If you can measure the degrees per pixel by dividing the vfov by the screen height (not sure if it is this simple?), then it would mean 56.25% also results in an angle increment equal to 1 pixel. Since that happens at any fov, it makes all fovs have a consistent pixel/count ratio. If the angular increment is equal to 1 pixel, and a cursor increments by 1 pixel, then it wouldn't be too far fetched to say that it is also a 1:1 match in movement as well. Here is 56.25% and 90 fov, it gives the same sensitivity used to demonstrate the 1 pixel per count rotation here. If it is this simple to measure degrees per pixel, then this is how you would find the pixel/count: (sensitivity * m_yaw) / (vfov / screen height) Example with two different fovs using 56.25% sensitivity in a unity game: 54 vFOV = (1 * 0.05) / (54 / 1080) = 1 81 vFOV = (1.5 * 0.05) / (81 / 1080) = 1 Example with two different fovs using 56.25% sensitivity in an id tech/source game: 54 vFOV = ( 2.2727272727272730 * 0.022) / (54 / 1080) = 1 81 vFOV = ( 3.4090909090909090 * 0.022) / (81 / 1080) = 1 This formula can also be rearranged to find the correct sensitivity for a given fov if you supply the fov and m_yaw of the game, or to find the m_yaw of a game if given the sensitivity and fov, which is pretty handy. Like this to find sensitivity: Overwatch = ((360 arctan(9/16 tan((π 103)/360)))/π)/(1080 * 0.0066) = 9.89517... CSGO = ((360 arctan(3/4 tan((π 90)/360)))/π)/(1080 * 0.022) = 3.10353... Yes, I know the formulas will also work when using the widths, but 100% 4:3 / 16:9 monitor match fail to return the same value used by DPI Wizard. He said he used 90 FOV, only 56.25% gives that value for 90 FOV. With 1:1 monitor match (or vertical monitor match, or 56.25%, or whatever you want to call it), you can also just measure the distance to rotate to the top or bottom of the screen and adjust your sensitivity until it matches. This can be perfected with a simple MouseMoveRelative(x,y) script in Logitech Gaming Software. Vertical monitor match works for any aspect ratio. This convenience means you don't have to depend on this websites calculator and can be more beneficial to most in the long run. In conclusion, I think 56.25% can give a better match than 75%. Based on realworld tests, the stuff above is just a bonus. Plus the convenience alone is enough to switch. Finding the sensitivity is just as easy as the archaic 360 distance match.
    1 point
×
×
  • Create New...