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Everything posted by TheNoobPolice
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This wouldn't make sense this way around. The more you zoom in, the more that a purely mathematical sensitivity match (i.e 0%) starts to feel too slow. That is to say, using 0% for a 20x zoom scope feels a much slower sensitivity compared to hipfire than when using 0% on a 1.2x zoom scope. This is because the centre pixel velocity is at the same speed, but the reduction in distortion makes images towards the edges move slower and our brains take in the whole screen when giving us our "sensation of sensitivity" The whole point of why an increased monitor distance works is to account for this reduction in distortion that happens when you reduce FOV. If this distortion wasn't there, 0% would just work for everyone at every zoom. The more you zoom in the more reduction of distortion there is. This is why very high FOVs look curved, and very low FOVs look flat, almost like a painting. As such, you need to increase turn-rate compared to 0% (i.e use an increased monitor distance) to accommodate for the "human" factor of how we perceive this the more zoom is applied.
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No, that's not correct. The XfactorAiming affects all aims. I think you're confused here and should read through the informative guide here regarding understanding optimal ways to set up aiming at different FOVs. In any case, as per your original question, the only way to do what you are asking for in Call of Duty is by dynamically altering dpi.
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That is definitely not advised, and you are most likely not used to that from other games at all. Who told you that was a good idea? in any case, you'd set up it like this in the calculator, but there is not enough range on any scope above 3.5x to achieve this, since they automatically scale with monitor distance in the engine. If you use a mouse like Logitech, you could set up a script to increase dpi when you ADS or hold right click, and that is the only workaround, and then calculate each scope individually, like this.
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It's slower because it's dropping packets (negative accel). You can't calculate for a intermittently faulty engine that drops random packets.
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@Krio You could just ask @Skwuruhl
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You would simply choose a method to match for the FOV change. 0% MD, 100% MDV or 133% MDV are all recommended methods depending on preference, but for hipfire it's often best to ignore matching sensitivity within screen space and instead match sensitivity for spatial awareness, and for that you would use 360 distance.
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Completely personal preference. 0% keeps the "sensitivity" the same on a mathematical level, and the "cursor" speed at the crosshair the same. This is arguably more important for games that require a lot of tracking or recoil control or have a longer TTK. 100% vertical (56.25% horizontal @ 16:9) keeps the sensitivity scaling the same as the % change in FOV for the square portion of the screen. That is to say, if you went from 80 vFOV, to 40 vFOV, (i.e vertical FOV cutting in half) the 360 distance would exactly double - this generally feels very natural for an "overall turn speed" across the screen. Only when using very high zoom scopes does something like 133% vertical be required to make them feel somewhat similar to hipfire. I personally don't recommend 100% horizontal for any purpose, I have never had a situation where it didn't feel far too fast. This can also be changed through habit and perception and placebo plays a big part in feels. The best advice IMO is to begin with a conversion that feels natural TO YOU, and to stick with that for all FOV changes / zoom types.
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Also, just in case anyone is interested the intro skip launch option still works from Doom 2016, i.e +com_skipIntroVideo 1
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Does seta cl_msensitivityy need to be adjusted also for vertical? EDIT: Nevermind - I actually played the game and can see why this is not an issue!
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I think I probably know the answer to this but will ask anyway... Is there no way that manipulating the Horizontal and vertical sensitivities combined with lower or higher sens multiplier would result in different monitor distances for the precision bolt? I can't use a dpi script because the command is used for so many other things where you wouldn't want it, unless I start writing multiple return functions for the different weapons, and it only enable the script when I select the heavy cannon. I struggle to see the point of the base sens values being in the menu when the multiplier has so much granularity already.
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I don't really understand the issue you say you were having though on a factual level. What problem was solved? You say that the game was not responding to small mouse movements? Well that's easy to test - send one count at various frequencies. Does it always move? Then there's no problem. Does it sometimes no respond? Then you have an issue. Again, this isn't a complex science or black magic - there's nothing mysterious about it. What you don't do is move your mouse around with your hand and try and do stuff by "feel" if you want accurate facts. By far the most common cause of error with things like this is simply between the chair and the keyboard.
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You can prove mouse input is not working correctly very easily without any human "feels". That's the purpose of scripts - If a game doesn't drop counts when sent at any speed, then it's working, and if the sensitivity (distance turned) remains stable no matter the hz the counts are sent, then there is no packet loss of counts (negative accel) and no designed acceleration either (positive accel). You measure all this over multiple turns to be even more precise than to even 1 pixel. I don't play CS, but I would have thought if the raw input implementation worked anything other than flawlessly, then DPI Wizard would have noticed.
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@f0v3r there's no such thing as 1:1 when the zoom changes, you just have to pick a matching method as it's impossible to match all at the same time. 360 distance is the most common people think of but its not recommended when aiming down sight and zooming in. 0% Monitor distance or 100% vertical monitor distance are more recommended for that purpose. If you use very high zoom scopes in a game, then 133% vertical monitor distance can work well too. You should read through the instructions at the top and also @Skidushe's pinned thread in the technical discussion section.
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Is it possible to test the weapon mod FOV and sens scaling for the heavy cannon precision bolt mod? it seems like its approx 100% mdh to me, but in any case it’s too fast and I’ll need to use my dpi trick to bring it down.
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confusion on ingame sensitivity when changing DPI
TheNoobPolice replied to dpenra's topic in Technical Discussion
eDPI isn't a proper measurement of anything. It only "works" in Source and some other engines where the sensitivity values is a straight turn-speed multipliers. Many games have logarithmic systems where they don'tt scale linearly. eDPI also confuses DPI (a measurement of presicison) with sensitivity (a measurment of distance). If you had 1*40000 dpi that would be an eDPI of 40000, but 40000 * 1 DPi would be the same eDPI, but would obviously feel massively different. Short version, is forget about eDPI. -
Does the FOV also reset when using console if re-launching ? i.e is it required to set that as a launch parameter too?
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So "legacy" is now not legacy at all, since CoD always just used 0% monitor distance. Strange decision by the devs.
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I love you!
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@DPI WizardIs there any chance you could test what multiplier is applied to the ADS in this game? I want to play through this again but the super slow ADS is annoying, when games don't have any ADS sens option I tend to just use this Logitech script to increase the dpi when I hold right click function OnEvent(event, arg, family) if IsKeyLockOn("scrolllock")then if (event == "MOUSE_BUTTON_PRESSED" and arg == 2) then PlayMacro ("DPI Cycling") end if (event == "MOUSE_BUTTON_RELEASED" and arg == 2) then PlayMacro ("DPI Cycling") end end end I have always just eye-balled it in the past, but it would be good to know exactly what dpi to adjust to though which would result in close as possible 0% monitor distance ADS etc.
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The most important thing really is to match hipfire FOV, and then use the same ADS scaling method. CS:GO uses 75% mdh BFV uses the same thing with USA on by default (technically 133% mdv, but it's the same thing at 16:9) So just set the hipfire FOV to what you use in CS:GO and then turn on USA in BF and leave it at default.
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The point of "legacy" is to just to use the traditional CoD ADS formula. But it's a redundant feature, since you can just set it to "Relative", "Gradual transition" and "0% monitor distance coefficient" for the exact same setup.
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- call of duty
- modern warfare
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