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Showing content with the highest reputation on 08/18/2018 in all areas

  1. Awesome. Games on different monitors require different sensitivities, and also custom resolutions with black bars (simulating a smaller monitor). For example, with 1920x1080, CSGO has a focal length of 720 pixels. If you put Overwatch into a custom resolution of 1810x1018 with no scaling (black bars all around), the game will still have 70.53 vfov and 103 hfov, but the focal length will be 719.9 px, pretty much the same as CSGO. It's like CSGO with black paper all around the screen. In this case, Overwatch should have the same cm/360° as CSGO, despite the FOV values being different. So monitor size is definitely a needed variable. https://teacher.desmos.com/activitybuilder/custom/5a61dd34fafbd40a25416e02#preview/d123ef39-8694-4760-af7d-c18c936ce79d https://www.reddit.com/r/Competitiveoverwatch/comments/5y6c51/to_make_overwatchs_fov_feel_like_cs_play_in/
    1 point
  2. iBerggman

    State od Decay 2

    There's a separate thread for Game Requests on the forum fyi, so it's a good idea to start by searching through that one and then post your request there if the game hadn't been requested recently. Anyways, the game was already requested sometime around release day and unless something has changed it unfortunately had too many problems so it couldn't be added:
    1 point
  3. DPI Wizard

    FOV types

    The FOV type will automatically change to the type the game you select uses. This means that the value of i.e. 60 will result in a different actual FOV for games that use vertical degrees compared to ones that use horizontal degrees. The FOV type itself does not affect the sensitivity, but if you want the same actual FOV in different games you need to pay attention to this.
    1 point
  4. 50% is the middle ground, the video isn't explaining it very well either and i don't think anyone but only 2 people understand what's really going on. That's why i will take the time and explain this once and for all! It's a very common mistake to think that you can match your desktop sens with a FPS game, because you cannot. The best you can do is 50% and i will try to explain why. Every FPS game uses the rectilinear projection methode to visualize the environment, this is because you need to create peripheral vision and the perception of depth but because you are projecting this image on your flat 2D monitor display, it's impossible too create real depth at all. So to accomplish this perception they are "bending" the image creating a cylindrical shaped image and that's the arc that you see in the video. A high FOV like in FPS games means forcing the image to bend because your display can't project the whole environment with a flat image the only solution is to bend it too create more space. but when you overdue the FOV increase the image will start to distort and somewhat collapse at a certain point. It feels like the image is bowed inwards like someone pushes a needle or pin into the center. That’s why this effect is also called “pincushion distortion” which makes objects at the edge of the display unnaturally large in scale and will tend to misestimate the size and shape of objects, giving misleading visual information since the objects will rescale and significant decrease in size when turning towards them. So, the in-game image is bent and your desktop surface image is not, even so they both are projected on the same evenly sized display. This means that the in-game image is in fact larger the the desktop image when it would be projected flat like the desktop image. But since it's projected cylindrical, every object needs to "rescale" to fit on your display and that what's causing the "pincushion" effect and your mouse movement will act by it, meaning that when you turn towards an enemy at the edge of your display, your mouse movement will go faster then your desktop movement and your enemy will look bigger, but once you past the "50%" mark of your display (50% = pixel number x-axis: 480 / y-axis: 540 on a 1920-1080p counting from bodem left) the mouse movement will start to go slower then your desktop movement and your enemy will rescale and be smaler. So your in-game mouse movement is not linear but your desktop mouse movement obviously is, meaning it's impossible to match your desktop mouse movement with your game across the whole line, but only at one point. 50% matching means that you synchronize your desktop mouse movement with your in-game mouse movement at pixel number x-480 and 1440 / y-540. So the distance your mouse will travel to reach this pixel is the same between game and desktop. (but only at that point!) Since this is the middle between the center and the edge of your display it's the best you can do too bring the deviation to a minimal across the whole line. If you would take 100% match it would mean that the synchronization is at the edge of your display. So the deviation between 0% and 74% will be larger then when you sync at 50%. 100% match will only be more accurate then 50% match once you past the 75% mark, 50% covers more of the spectrum then 100%, and that's why you need to sync at 50% and not at 100% for the most accurate result Amen to that!
    1 point
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