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Everything posted by Skidushe
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How to calculate correct aperture for lower FOV games.
Skidushe replied to epitome89's topic in Technical Discussion
I've created a calculator/demo to show what's going on: https://www.geogebra.org/classic/wg83gxjc You can see FOVA is the game to convert FOV from (set to 106.26 by default (csgo)) and FOVB is the other game you wish to change your resolution of. You can input the input resolution on the top left and the calculated values are below it. All FOV angles are to the edge of the screen i.e. CS:GO is 106.26, not 90 You can see what's going on by changing FOVB in isolation and seeing the blue lines on the monitor change to reflect the same FOV as before but with the focal length of the other game If you want finer adjustments of FOV values, zoom in and then move the FOVA/B nodes. -
I want to know the concrete calculation formula of viewspeed.
Skidushe replied to a_nok's topic in Technical Discussion
the names changed viewspeed v1 -> viewspeed - horizontal viewspeed v2 -> viewspeed - vertical -
I want to know the concrete calculation formula of viewspeed.
Skidushe replied to a_nok's topic in Technical Discussion
If you want the link to the viewspeed v2 thread which has the maths it's here. But if you want the practicalities, the link DPI Wizard posted will show that. -
If you have a 16:9 monitor and are playing with a resolution of 1920x1080 as you say you are most likely playing at your native resolution. I'm not sure what you mean about `Aspect Ratio: 16:10` in the post? This contradicts the fact you have a 16:9 monitor and are playing on a 16:9 resolution. I feel as if you're confusing FOV and aspect ratio 'The aspect ratio of an image describes the proportional relationship between its width and its height. It is commonly expressed as two numbers separated by a colon, as in 16:9. For an x:y aspect ratio, no matter how big or small the image is, if the width is divided into x units of equal length and the height is measured using this same length unit, the height will be measured to be y units.' So it's a ratio between the width and height of your monitor. For example a 2:1 aspect ratio has twice the width as the height, this concept carries across to your resolution. 1920:1080 (divide both sides by 12 and you get...) 16:9 What I'm trying to say is that aspect ratio and resolution (when you don't take into account stretching) are related So if you want to stick with what you're comfortable with across all games, use 1920*1080 across all the games you can, and if you need to lower the resolution for performance reasons, you can use any other 16:9 resolution, bare in mind this means the image is processed by your monitor before scaling up, so won't look as good. To check whether a resolution is 16:9, you can divide the two numbers, and it should reduce to a fraction equal to 16/9 or 1.7777... e.g. 1920/1080 = 16/9 = 1.777... 2560/1440 = 16/9 = 1.777... But games will have different FOV values which is what you will feel in game, and it's the sensitivity due to the change in FOV that will mainly dictate how the feeling transfers across games. For that check this thread. There are ways to make it so that the FOVs match in hipfire based on changing the resolution, but I wouldn't recommend the faf.
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The aim of viewspeed is to make the motion of the scene for different FOVs the same. You can test this by converting scoped sensitivities using Viewspeed and see how it feels going scoped -> unscoped it should generally FEEL the same. But bare in mind feeling the same generally on your monitor doesn't mean it's the best for aiming, it just means the change in what you feel going scoped -> unscoped and visa versa feels the same. Monitor distance 0% should really be thought of as zoom ratio matching. So if you double your zoom 1x -> 2x your sensitivity should halve. It doesn't really have anything to do with speed as the view around everything you're moving around with 0% will feel out of sync with before the scope but the aiming will feel correct on the crosshair as you're effectively matching under the crosshair so points around it are nearly exact. The only way you could talk about it in terms of speed really is when you're 2x further away from your target as your were before the 2x zoom, the mouse speed will be the same. You can see this here: https://www.youtube.com/watch?v=00dhyUfcLSY I think your confusion comes with the concept of 'speed'. Viewspeed is trying to match the perceived speed, or I'd rather call it motion of your view, but monitor distance 0% doesn't try match the same kind of 'speed' in any way.
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Viewspeed and monitor distance - horizontal 75% on a 16:9 monitor are around the same values for around 103 fov by coincidence. Viewspeed bases your sensitivities on your monitor or window to the gameworld to make it feel like your view's motion is consistent between different FOV's. For more information see here: https://www.mouse-sensitivity.com/forum/topic/4704-conversion-method-guide-and-other-faqs/
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hdeg 106.26 = hdeg 4:3 90 The difference is that hdeg 4:3 uses the 4:3 portion of your monitor which is what CS:GO uses as it's FOV base (90)
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No, 7/11 has a 1.5x count multiplier, so you will only be 1:1 every other count. raw input games would be fine though, but I recommend you read the Windows pointer speed (WPS) 6/11 ? : and High DPI or Low DPI? (+ pixel skipping) : sections of this post: https://www.mouse-sensitivity.com/forum/topic/4704-conversion-method-guide-and-other-faqs/ they're at the bottom of the main post
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Virtual surround sound
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Conversion method guide. (and other FAQ's)
Skidushe replied to Skidushe's topic in Technical Discussion
I don't know if this is any use to people, but I wrote this out while I was trying to understand how the maths worked for monitor distance matching -
I might be missing something, but 0% vert and horizontal should give the same values and also regardless of aspect ratio/dimentions but 1. they're not the same 2. 0% horizontal scales with resolution?
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Conversion method guide. (and other FAQ's)
Skidushe replied to Skidushe's topic in Technical Discussion
I don't know if I'm misunderstanding you but I'll go with what I understand. I don't know BF4 but I think USA coefficient is the same as vertical mm% for the scopes in game, so if you want 0% monitor match, use 0 coefficient and you'll have 0% monitor distance match on your scopes. Then use hipfire to convert to the other games, I might've misunderstood but there you go -
Conversion method guide. (and other FAQ's)
Skidushe replied to Skidushe's topic in Technical Discussion
Try use a close FOV for each game if possible, but use 0% for everything, 360 is not good for aiming muscle memory -
vertical mm and horizontal mm do the same thing. At 50% horizontal it will match between your crosshair and the left/right hand edges of the screen, with 50% vertical it will match between your crosshair and the top/bottom edges of your screen. There is an equivalence between them (you will get the same sens values out) : 50%mm horizontal -> vertical (assuming 16:9 monitor) 50*(16/9) = 88.89% (2dp) 50%mm vertical -> horizontal (assuming 16:9 monitor) 50*(16/9) = 28.13% (2dp) If you want more info on what is better for converting sensitivities read this post here: https://www.mouse-sensitivity.com/forum/topic/4704-conversion-method-guide-and-other-faqs/
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Conversion method guide. (and other FAQ's)
Skidushe replied to Skidushe's topic in Technical Discussion
I've read that one before, I'll put some of there useful but off topic ones in as I'm sure people on here would like to have a read -
I see which you mean now, you might want to make it clear that it's under controls not camera, they have two settings with different types that sound like what you put.
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MouseBaseSpeed= 0.1 -> 2.0 Range
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Have you found anything on not making the mouse feel like shit? I've noticed the basemousespeed in the config file which sets the deadzone, you want this as high as possible. And you want the in game mouse speed as high as possible for max turning velocity. Oddly, this means you want the lowest DPI possible to make it controllable
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Conversion method guide. (and other FAQ's)
Skidushe replied to Skidushe's topic in Technical Discussion
I've added in a section with some lovely pictures that hopefully convey the fact that your mind is interpolating the points around your mm% and why low mm% is better for control at the crosshair under the 'best mm%' section -
Which should i choose Viewspeed or Moniter 0%??
Skidushe replied to RupoLabo's topic in Technical Discussion
Horizontal or Vertical 0% monitor match should give you the same numbers -
Conversion method guide. (and other FAQ's)
Skidushe replied to Skidushe's topic in Technical Discussion
Because the FOV's are close together you can use any conversion method with nearly any parameters and it will produce the same sensitivity values. Especially in your case when they're ± less than a degree. 360 will give you the right numbers, and the difference will be imperceivable from other methods, that said it's still good to be consistant with your conversion method. There could be cases where HFOV is close and VFOV is off, but this is when you'd have a vertical monitor setup and the games were set to change the vertical FOV, but this never happens because no-one does this so no-one codes it. So basically no -
Brilliant, so I can just use the calculated sensitivities. I've got a project that should show why low mm %ages are better as you approach 0% but I needed this deviation, thanks
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is that calculation not the same as just doing: CountsPer360FirstMatch / CountsPer360DeviatedMatch Or even SensFirstMatch / SensDeviatedMatch