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Showing content with the highest reputation on 10/21/2019 in all areas

  1. It all depends on how you perceive the distance. I personally recommend 0%. If you can adjust to it, then it's the perfect framework for any playstyle, as the camera is going to respond by the visual change that happens in real-time before you perform the flick. You already know how the camera is going to behave before moving the mouse.
    2 points
  2. It's technically not MDH 75%, it's 100% for 4:3 which translates to 75% for 16:9. And the reason is that widescreen was pretty much non-existent when the games came out.
    1 point
  3. Alright thanks! btw you're an aim-god, I (for some reason) got one of ur kovaaks vids in my recommended for yt, and WOW!
    1 point
  4. Converting sensitivity is all about making the camera respond in a way that you expect. If you are expecting a very specific wrist flick to always make a 90 degree turn, then you would want to use the 360 distance conversion. If you expect it to always rotate somewhere close to the edge of the screen, then you use a specific monitor distance %. I personally don't think this way, and I want the turn amount to scale by the actual change in the image that I see when I go from hipfire to ADS. If I see the image change by a factor of 2 when I rightclick, then I'm expecting the turn amount to scale by a factor of 2 as well. 0% is going to give me the sensitivity that I am expecting. The other matches only help preserve a very specific characteristic. So I don't bother with them. People probably use a specific distance % at first for the sole intention of matching a distance, but then it later becomes a matter of picking a % that gives a certain speed that they like. After all, the distance % only works between 2 points, no where before or after, and only purely vertical in 100% of cases, and horizontal in a niche case. Diagonal doesn't work because the pitch of the camera affects the yaw, and at a high fov, diagonal movement within your view, is creating a much larger deviation in pitch compared to a low fov.
    1 point
  5. fortunate reee

    Borderlands 3

    if you want a somewhat realistic sense in the game 200 dpi is pretty close to useable both 400 and 800 have huge discrepamcies
    1 point
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