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Showing content with the highest reputation on 02/21/2020 in all areas

  1. Just added a new feature for advanced and advanced plus modes where you can see your pixel to count ratio. Default mode will show the maximum for any aim, while advanced mode will show details for each aim. A pixel ratio of 1 means that your crosshair moves exactly 1 pixel for every count: Going lower means an even smoother movement, like 0.5 pixels/counts: Or 0.25: Ideally you should not be over 2, as that theoretically means you are unable to aim directly at something on the pixel you skip. Shown here as 2 pixels/count: And 4 pixels/count: Now as mentioned this is theoretical, the reality is that even at 2 pixels/count variations such as bullet spread will in most games far outweigh this pixel you can't aim at. Also for this to have any real impact you have to aim at something 100-150+ meters away without a scope. So the bottom line is that it certainly doesn't hurt to make sure the pixel ratio is below 1, but it is by no means critical. Over 2 should be avoided.
    2 points
  2. I haven't really tested this other than by feel, but this seems correct yes.
    2 points
  3. @e_yen98 Gradual in CoD is the true legacy method, and happens just naturally due to the way the sens multiplier is calculated i.e continually frame by frame from FOV state, rather than from a lookup table. Uniform Soldier Aiming does the same thing in BF; and when you turn on Zoom Transition Smoothing in BFV, you effectively just turn USA ON with a fixed 100% coefficient. Since USA ON == ZTS ON, there is your answer.
    1 point
  4. Hi , Based on BFV description and how it says instead of instantly using the zoomed sensitivity i would say it is the same mechanic as Gradual . If you want to be 100 sure i would wait for Dpi Wizard .
    1 point
  5. Just note that this isn't true. It will only match perfectly for the pure horizontal or vertical points. The reason is because the aim will curve with the pitch as soon as you deviate away from the equator. Any movement that isn't pure yaw/horizontal, is a change in pitch. Even pure yaw movement is circumstantial. As an extreme case, look straight up or down, your aim will be so curved you will be a spinning ballerina, yaw movement will not reach the point on the ring. Diagonal movement will not perfectly match a point on the ring either. The only movement that will reach a point on the ring would be vertical movement. 2D is flat, so the cursor always moves in a predictable way. 3D isn't, only pure vertical movement is always moving the shortest path and will match the point on the ring. Horizontal is circumstantial, requires a pretty neutral pitch. Diagonal will not match any point. This is a reason why I think monitor 'distance matching' isn't helpful in any meaningful way. The result is just an arbitrary change in sensitivity that may happen to be close to preference.
    1 point
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