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Showing content with the highest reputation on 07/15/2019 in all areas

  1. Correct. But 2cm is quite short so it's hard to get an accurate reading. The longer you move it the better, but the crosshair you drag has to stay within the boundaries of the monitor.
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  2. Yes You're supposed to measure the physical distance you move the mouse, not the distance on the screen. It's easy to go off-screen, so try with 5 cm first and see what you get.
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  3. What do you fill in as target distance, and what have you measured up for moving the mouse?
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  4. What game is this btw?
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  5. Vertical means that it uses the vertical FOV to match the sensitivity, while horizontal uses the horizontal FOV. So 100% vertical for 16:9 = (9/16) = 56.25% horizontal. The benefit of using vertical matching is that it will be unaffected by aspect ratio change. How exactly are you getting these numbers? What sens scale and fov scale are you using?
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  6. I think some kind of simplified pictorial representation or algorithm flow chart on how to use the sensitivity calculator would be useful for newcomers. This could be helpful to long term users as well who are just checking in to see if there is some kind of updated recommendation for how to best use the calculator. In any event this is how I have been using the calculator based on what I've gathered from the forums as best for muscle memory. Please let me know if this is correct. 1) Start with CSGO hipfire (or other preferred game) as my input game 2) For conversion setups for Normal use 360 distance. For ADS and Scope use Monitor Distance - Horizontal 0% (or vertical since it shouldn't matter with 0%) 3) If it is possible to match FOV between the input game and output game then do so. Specifically, change the "FOV" and "FOV Type" for the output game to match the input game. The "Config FOV" you get in the calculations is what you need to edit either in the config file or in game. 4) Edit mouse sensitivity values in the config file or in game as described under calculations *Given the camera pivot point there is no good way of converting from a first person perspective game to a third person perspective game. In this case one must decide whether preserving movement or aim is more important. For the former, use 360 distance for Normal as above. For the latter, change Normal to Monitor Distance - Horizontal 0%. @DPI Wizard and @Drimzi, please let me know if the above approach is correct and in line with current recommendations. Thank you.
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  7. This is a good approach. I'm currently writing an extensive guide covering pretty much everything, will be done some time this summer!
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