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Showing content with the highest reputation on 12/27/2018 in all areas

  1. Drimzi

    Battlefield 1

    Yep, everything at 100% (1 in config file), so that everything is neutral and the only thing affecting sens is USA. You would use 133% USA if you kept CSGO zoom sensitivity at 1.00. CSGO at 0.81 is to make the AWP sensitivity equal to USA 0% (but other guns are slightly off). You should have a unique absolute value for hipfire and vehicle, coefficient at 0, and then everything else is 1 (the calculator may say 0.99999 or 1.00005 or something, but that is simply due to floating point precision, correct value is 1).
    1 point
  2. Drimzi

    Battlefield 1

    0% monitor distance since you use 0.81 in csgo. Set all weapon values to 1 and use 0% uniform soldier aim coefficient too.
    1 point
  3. DPI Wizard

    cancel subscription

    Check the FAQ
    1 point
  4. potato psoas

    -

    I feel exactly the same way. I think I've decided it's easier to progress with a lower sensitivity, whereas I am simply limited by a high sensitivity. I don't wish to have a tense aim posture because it starts to hurt after a while. Though I wouldn't go too low or you a) start to have problems with mousepad space and b) find it difficult to move your arm fast enough to react to enemies. It also depends on the game - target speed, target size, and the FOV you set the game to all cater to different sensitivity ranges. App. E.g. Call of Duty prefers higher sensitivity (>~20cm/360); Overwatch prefers mid sensitivity (~30cm/360); CS:GO prefers a lower sensitivity (<~40cm/360).
    1 point
  5. Pyroxia

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    Use kovaak's FPS aim Trainer in Steam I'm training 1h/Day. Use same settings everytime dont change them because this ruins your muscle memory I'm not good but I see my improvements.
    1 point
  6. Other than personal constraint, what you could do is maintain a permanent hipfire cm/360°. Make use of custom resolutions to render the game into a specific portion of the screen, whilst having blackness where the missing fov would be. This way you can achieve a constant cm/360°. Let's say we want 106.26° x 73.74° fullscreen (1920 x 1080 pixels). We have a game that is limited at 103°. We know 106.26° is 1920 pixels. We need to find how many pixels is 103°. From there, we can scale the result by 9/16 to find the vertical pixels, or use the full 1080 pixels if the game can fill that in. Example formula: 1920 * (1 * tan(103 * pi/360))/(4/3 * tan(90 * pi/360)) = 1810 1810 * 9/16 = 1018 103 degrees = 1810 pixels. At 1810x1018 resolution, the game will effectively have the same focal length as 106.26° x 73.74° game at 1920x1080, and the same cm/360°. (360 * atan(1018/1810 * tan(103 * pi/360)))/pi = 70.526° We will have 103°x70.526° rendered, the rest is black. Test if the game supports 1810x1080, or 1920x1018 whilst maintaining the focal length and without stretching. You could potentially have black bars on one axis. Just think of it like your monitor grows and shrinks to change the field of view, with a max limit defined by the physical size of the monitor, instead of relying on the game zooming in and out to change the fov.
    1 point
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