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Everything posted by Skidushe
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You mean for desktop? Or something else? DPI shouldn't affect your ingame sensitivity if you keep DPI x sens the same ?
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I'll tell you it's worth it, 1440p 144Hz Gsync for games is glorious
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1 thread, 3 posts, 0% answers ;)
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Mouse Sensor Accuracy Test #1 (G900 vs EC2-A vs PM3360)
Skidushe replied to DPI Wizard's topic in Hardware
third-ed, I have the hero sensor in mine, would love to see how well it performs with science! -
This is called frame buffering from what I gather. It aims to stop stuttering and repeated frames by working in the past and showing you what it knows it's already rendered and not be scared that the next frame won't be ready. This adds latency as you're running a few frames behind, so it's not just the mouse that's behind, it's everything being shown on your monitor. For competitive games you're much better of having it off, reduces latency. For non-competitive games, it might give you a smoother experience which you might find more enjoyable, but even then for me I'd still prefer the lowest input lag, regardless of possible tearing. The effect does reduce with higher refresh rate monitors too. You can see what it does here, explains it much better than I can in words:
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I think this may be born out of a comment I made in my guide. The 'ring' isn't strictly true, and I do mention this in a spoiler but it's a good analogy for what it's doing if you ignore some weird affect of moving around a 3d sphere with a 2d mouse pad which sounds stupid but works for lower FOVs as way of thinking about it. You can see this, go into a game, look up to the top, then look down a bit. Move your mouse as perfect a diagonal you can on the pad and you'll see your crosshair curl up to the pole of the 'ball' which is your view. The ring you've drawn if you take my representation (which is still strictly wrong yes) is about 25% monitor distance matching, if you were to aim to a point on that 'ring' on your screen in one movement, it would be the same movement across all FOV's on your monitor *When you aim vertically or horizontally from the equator of the ball 0% takes the focal length scaling as Skwuruhl said, but I think though they do the same thing it's easier to take the calculus approach, smaller and smaller rings, to see what it gives you. Imagine a ring smaller than what you've drawn, then smaller again, then again and you'll end up with a ring underneath your crosshair, taking the analogy your 'one movement' to get onto the ring is now infinitely small, and you're always on the ring, so however you aim, you're always aiming with perfect muscle memory at the crosshair in small motions. It changes from the matching flicks mentality (match distance) to matching moving around on your screen. Imagine painting on a piece of paper from far away, then you move your head towards your brush so you can get some fine detail in. To your eyes you need to scale your input to make it so your movements match the original movements physically, so say you zoom in 2x, to do some fine work, you now half your movements to your eyes to keep everything the same on the paper but you can now see much better and be more precise at 'moving'. Note not jumping around the page as is analogous to distance matching, but moving the brush. Hopefully you can see how this is analogous to a sniper scope
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You've converted PUBG -> CS:GO with 360 distance, and then I couldn't work out how you got your osu figures but because it must be based not off of a 360 distance measurement it would be a FOV dependent measurement i.e. viewspeed, monitor distance match which are dependent on the FOV you had in the original games so you will get different values for osu. If you wanted consistency, you need to choose an FOV dependent conversion from pubg -> cs:go and pubg -> osu
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Should I use viewspeed or monitor distance for muscle memory?
Skidushe replied to Skidushe's topic in Technical Discussion
yes, they changed names -
CONTEST: Win Call of Duty: Black Ops 4 Deluxe Edition
Skidushe replied to DPI Wizard's topic in General Gaming Discussion
awh well played all! -
CONTEST: Win Call of Duty: Black Ops 4 Deluxe Edition
Skidushe replied to DPI Wizard's topic in General Gaming Discussion
If he wins somethings gone wrongggg! -
post some screenshots of what you're doing in the calculator including the top bit with the 4 drop down menus and hopefully we can help!
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CONTEST: Win Call of Duty: Black Ops 4 Deluxe Edition
Skidushe replied to DPI Wizard's topic in General Gaming Discussion
Happy new year all! -
CONTEST: Win Call of Duty: Black Ops 4 Deluxe Edition
Skidushe replied to DPI Wizard's topic in General Gaming Discussion
260109 851224 -
What is the best way for Hipfire transition? 360 distance or 0% MM
Skidushe replied to cchhqq's topic in Technical Discussion
I'd say 0% MM. If the FOV's are close enough your general spacial awareness for 180's etc... will be close enough I'd rather have the aim benefits from 0% at the crosshair -
No this doesn't work. This can easily be disproven by counter example. If we took CS:GO hipfire-> PUBG hipfire if we used viewspeed with my settings you'd get a sensitivity of 0.005019, which lines up with MDH (16:9) 74% if we took CS:GO hipfire -> PUBG 6x if we used viewspeed with my settings you'd get a sensitivity of 0.004405, which lines up with MDH (16:9) 71% So rather than following this ratio you suggest, viewspeed just floats around ~70% MDH horizontal 16:9 at these settings as a simple explaination
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Ah I didn't see you also had your palm in contact a little. I have mine floating, so I guess I am a fingertip grip. Solving many peoples problems
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Because different games have different FOV's you can't match the sensitivity 1:1 as you aim to. It's mathematically impossible. So you should aim to make the FOV's between games as similar as possible even if it can't be the same. Then convert from your best aim game to them. From what you've written, I'd assume that's CS:GO. Unless you do use the 360 distance converter the 360 distance will be different for all FOV's which aren't identical. Why? Well because we try get muscle memory around the crosshair so you can aim your best in the games you convert to even if the 360 distance is different. We recommend 0% monitor distance matching, but there are other options available in the calculator because it's what other games use and some people are more used to them and don't want to switch over to 0% monitor distance matching. If you want to try that the top bar should look like this: Yes, the scopes will feel slow at first but if you use this consistently you'll get used to it and should feel good. But you could also set it to other settings if you prefer them from other games. I'm not going to put any more detail here as i'd just be re-writing the guide I've already written but I can hopefully answer your questions. Also I'd recommend setting your FOV's in games down to ~103 HFOV (16:9) or ~70 VFOV (16:9) as it will stop the jump between games like CS:GO be less jarring
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I have the exact same grip, I can't do palm or claw cos my hands are way too big. I call it fingertip but I do hear some people call it hybrid but I don't know why?
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I think your issue is that after playing with say 75% MDH your brain is wired very differently than 0% monitor match. If you think about it 75% is about feeling right across the screen but 0% is muscle memory at the crosshair, everything away from the crosshair is inherently wrong, from a pure flick point of view. However if you change your perspective to small microadjustments and actually think about it you can 'rewire' your brain to what you're doing. It stops thinking about flicks and starts thinking about moving quickly. I actually found when changing over even through placebo, having a small mm % (I chose 48% vertical as this is most right over a 1:1 box in each geodesic) helped me feel the difference and felt really good actually, but didn't have the theory behind it.
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In the input game I'd recommend putting 1920*1080 and 75% still as it clamps FOV at 4:3 regardless and makes sure nothing gets messed up going over to other games
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1 is 75% monitor matching so if you want the scopes in other games to feel like the awp etc.. in other games, in the top boxes you should put 75% horizontal monitor distance matching if you play on 16:9 and convert from csgo hipfire to other games
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Do you use 0% monitor matching, or the default CS:GO zoom sens? I.e. zoom_sensitivity_ratio_mouse 1 or 0.82...
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I know this is late, but if you wanted a science-y explanation I thought of a few days ago, By newtons second law, F=ma --> a = F/m Because the m term increases with your new mouse, you'll need a larger force to get the same physical acceleration of your mouse. But once it's at a certain speed, no more force is needed to be added. So it will feel the same as before at a constant velocity, and so your sensitivity should remain the same so at a given velocity it's the same as before. Basically, the mouse will just feel heavier in your hand to speed up and slow down but you'll adjust to it
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Out of curiosity, do you buy into any of the 'control' type mats. My brain 4 years ago when I bought my mat said I like sniping so I went with the goliathus control mat which I like, but I've never had a feel of anything different. Do you think you can be more accurate with a faster mat?
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20-40 cm/360° should do most people for most games that want to be accurate but still turn fast(ish), you can pretty much chose inside that range based off of comfort, but you can adjust to any sensitivity over time. Also, your mousepad size might play into it, you should really be able to do at least a 180° turn across your mouse mat and if you have a very small mouse mat then that might make your cm/360° less than 20. If today I were to choose a cm/360 for 103° FOV (ish) for all FPS games after lots of experience with 40 cm/360° in CS:GO and 0% monitor distance match and used it in other faster paced games like overwatch I'd choose about 34 cm/360° if you care about my opinon