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seventhfrost

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Everything posted by seventhfrost

  1. I'd definitely be willing to try a slower formula. I'm not sure how I feel about this fixed version of the most recent formula. It feels like it's scaling better between 90 and 81 fov with this fixed version, though before it was the lower fov (ADS) that felt like it was too slow, while the higher one (hipfire) felt good. Now they both feel more similar to eachother. I'm getting the feeling that it's all a bit fast in comparison to 2D, currently, but I don't really trust that since I've only been at this DPI for about a day now.
  2. Yeah that part was more a joke than not, but this is pretty much how I was understanding viewspeed to work, so I'm glad I was at least understanding the core concept. Though if you're right about the part that matters to how things 'feel' being the middle that's less distorted, is there a way to scale with that instead of scaling with the fov overall? I believe those change at two different rates, right? Or do you have to keep tweaking the current formula with this method of scaling until it just matches closely to how much of the screen isn't distorted?
  3. I've been considering trying out comparing shoot the beat to osu today. maybe you should find someone who can do osu maps blindfolded and just see how it goes lol. Anyway after just a bit of using 325 DPI, it really is nicer for me, both ingame and on aimbooster. just barely overflicking, so it's a shame i can't just set 320. might consider a mouse where i can. but since I'm just returning to it, I can't tell anything about matching feels, really. it looks similar, but that's not good for much. I am curious as to why you wanted to know about people trying this, though. Edit: I should note that 325 with this most recent formula put me between 350 distances of two of the other formulas I liked, so that explains some of the bias i felt.
  4. oh sorry, nono. 2d is fine, but it was more work than I felt like doing to find the settings that'd get me the right 360 distance ingame at the time. just laziness. But now i've been doing that for like 3 days.
  5. I tried that, but siege uses raw input no matter what and I think I didn't want to bother finding out if its settings could handle whatever i'd need to change it to. But since I've been messing with this stuff anyway, it can't hurt to see if it'll work now.
  6. When I decided to try matching 2d to 3d, i wanted to do that. preferred DPI would have been 320, but steelseries only allows steps of 100, so 300 it is.
  7. I've been lurking and testing these in siege the past few days, and figured I'd post thoughts on some of the formulas. I use 90 vFOV hipfire, which is 81 vFOV in ADS, and I matched both of those 360 distances up as well as I could with siege's settings. I've tried every formula since the post with the wrong formula for 90 diagonal arc length for a couple hours. It might not be the best reference point but it's what I'm judging by personally. Also I use 300 dpi (usually) and have been using v2 from desktop for both sensitivities for a good bit now. Anyway, these are some thoughts I had on the formulas that I thought might be useful (maybe). I really liked the 2d to 3d from the 'bugged' diagonal 90 arch length formula, but it really was probably too fast. The one drimzi said felt best going from 2d to 3d felt the tiniest bit slow for me. "Viewspeed using Diagonal FOV" was very slow in comparison to the rest. Didn't match up at all to me, I don't think, even if it felt nice ingame. Having spent time using v2, the "Viewspeed v2 / Chord/Arc" formula, which was the same as v2 at 90 vfov and faster at 81, felt better than v2 in ADS by quite a bit. However when testing with the ACOG matched (31.5 vFOV), it felt faster than I thought it should. This new formula felt a tad slow to me at every fov, but I performed very well with it at all 3 FOVs and adjusted more quickly than I ever have, though I didn't quite lose the sluggish feeling at 31.5 vFOV. Both tracking and flicks (flicks to enemies on screen and also to doorways on and off screen) were great almost immediately. As good as or better than V2 / Chord/Arc, which is the best it's ever felt in ADS. After a few hours with it, I'm willing to bet the feeling of sluggishness just had to do with me being used to V2. That's all from my notes I thought might be of any help as another data point. I'm not sure how final that declaration on the last formula that it should be super perfect is, but if you're not already there, I think you're definitely on the right track, and I do hope whatever ends up being the final solution ends up on the calc. Really cool to see people trying to continue to improve this! Edit: forgot to just say that in general i think the newest one is the best overall. Going to try it in pubg soon, I think.
  8. I see I see. A bit of a shame there's no way to do something like that by working with steam directly, but I can't say I'm too surprised. I have no idea how viable that is, or how worth it for you, since I imagine you'd only get a fraction of people going through with it compared to just steam. I'd assume a lot of your users are from csgo though, so who knows? if you do end up doing that, I'll try it out haha.
  9. Yeah, I certainly wouldn't expect a standalone, for a bunch of reasons. I do hope there's something that could work out with steam though. One of the reasons I asked is because I'm not curious about what options might even exist, and I was wondering if you had looked into it to find any. When you do, I hope there's potential for something, as this site's concept and steam go together all too well.
  10. Hey just curious if you guys have though much about making licenses for this purchasable through steam in some way, and what the thoughts were if you did in fact have them. I can't prove it but I'm sure there are plenty of people like myself that'd be more inclined to throw steambux we have lying around at a license than money we can spend on other things. I figure the main thing stopping you is the fact that the easiest road to steam is a standalone version, and those can be pirated relatively easily, but I do wonder if there are any ways around that problem that are worth looking into. Anyway, just a bit curious about the subject.
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