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  1. Matching the fov means that you are matching everything (tracking, flicking, 180ing) which means that you will be more consistent If you have diferent FOVs on diferent games you will be compromising in some areas. In your case since you match at 0% you are maintaining tracking but losing on your flicks What you can do if a game has a locked fov is to use this guide:
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  2. WhoCares?

    Need Help

    Please dont spam in three Subforums. ADS Field of view Affected means that the FOV while zooming in will be closer to your hipfire value...so in your case much wider. Independent is just a fix value for each sight. This was also used in older CoDs If you want the same sensitivity scaling for ADS like in older CoDs use Legacy mode. You also might want to use 107.14 in Bo4 since Bo3s fov scaling is slightly off and you were effectively playing with 107.14 fov all the time You dont need to calculate it for every single sight, Bo4 has a universal scaling option for it, but if you want the same feeling as in Bo3 leave it on legacy.
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  3. Pixels is relative to the screen. The head could be 32 pixels on yours, or 320 pixels on mine. You can think of the monitor as a window to the game, and the pixels as a wire-screen panel bolted to the window. The room is rotating. How you perceive the movement is dependent entirely on the rotation. The wire-screen panel is irrelevant. When it comes to 'skipping', it's not about the pixels, it's about the degrees turned per count. The main benefit in this is to 'match' the sensitivity of the desktop, not to try prevent 'pixel skipping'. When matching the desktop sensitivity, you are constrained to matching the distance for the center pixel. For now, with our low resolutions, a pixel is representing a large area of the world, so a low windows sensitivity is highly recommended when matching the desktop sensitivity in order to make the angle increment small enough. But in many years time, that requirement will go away as pixels get smaller and smaller. Matching a pixel only matters if your matching desktop sensitivity, as the cursor increments in pixels. But for everyone else who is just worried about skippy aim, then it has nothing to do with pixels.
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  4. Center pixel is just 0% monitor distance match, which is already in the calculator. 1 count per pixel is just an arbitrary constraint. There is nothing special about this. Less rotation per count will always look smoother, and more counts will always be more responsive. If you went from a 720p monitor to an 8k monitor, you wouldn't have to suddenly change sensitivity to prevent skippy aim, as the angular rotation will be the exact same. The benefit here, at least when it comes to matching the center pixel, is that the sensitivity will scale proportionately with the fov and the mouse sensitivity will feel most similar to the pointer speed. You don't have to use 1 count per pixel though, the Windows sensitivity is there for a reason. While maintaining the distance for a pixel, you can go as far as 32 counts with the lowest Windows sensitivity.
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