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Showing content with the highest reputation on 03/25/2018 in all areas

  1. Added. View full update
    1 point
  2. DPI Wizard

    Dead by Daylight

    Survivor and killer added. Note that the killer sensitivity has a very narrow range! View full update
    1 point
  3. I thought I'd make a diagram explaining what I was talking about in my post before. It is showing the distortion for 0 FOV (or approaching 0 FOV), the eye FOV and 180 FOV (or approaching 180 FOV), demonstrating how the required mouse movement is affected at the edge of the monitor and at the center of the monitor, smartly shown by dividing the angle into two equal parts: Then consider how 0% MM and 100% MM work and you can figure out how each method is affected by distortion. Simple explanation: 0%MM slower approaching 0 FOV, faster approaching 180 FOV 100%MM faster approaching 0 FOV, slower approaching 180 FOV The direction changes at the crossover point when the eye FOV and in-game FOV are the same.
    1 point
  4. potato psoas

    Viewspeed v2

    This diagram represents how rectilinear projection works - it shows a progression of FOVs. As the FOV decreases, the circles get bigger, the circumferences increase and the arc between the bounds of the monitor edges becomes flatter. Then as you approach 0 FOV, the circumference approaches infinity and the arc, and even the rest of the circle, becomes completely flat, until it is considered 2D. 0 FOV is both 2D and 3D. And even though we can't define 2D in terms of cm/360, because the circumference of 0 FOV is infinitely long, its "sensitivity" can be defined another way... the chord length. If the FOVs all share the same chord length, then the length of the chord also determines the circumference for all the fields of view. It's in the diagram, so the proof is in the pudding. So whatever your 2D edge-to-edge sensitivity is, you can use trigonometry to convert it to a 3D sensitivity and vice-versa. And from testing, this method yields the same results as 100% MM and the gear ratio method, but with the addition of not getting an error at 0 FOV. It's just another way to look at things, and only further solidifies the fact that 100% MM would be the only true method, if it weren't for distortion.
    1 point
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