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ShockNAwe

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  1. I'm currently using Half life 2, which I verified gives 99.422 at 83fov (I'm using a mouse count calculation). The sensitivity is much slower than the same at 16:9. The only way I could fix it was to use the focal length for 16:9 960p, which brought it in line with the fake 4:3. I don't think this is right though.
  2. Is there a way to calculate focal distance on a 22 inch 1080p screen playing 4:3 1280x960 with borders? I'm using focal distance scaling successfully to convert 99 fov to 99.4 fov by using 1906x1072, and this is perfectly matching the sensitivity I'm trying to test. But in games that use 4:3 hfov to scale, 83 fov which gives you 99.422 hfov, the aim is wrong, helping me to understand that there must be additional focal distance to take into account for the square screen and borders. I tried to find an answer in the calculator, but haven't been successful. When I use the same 83 fov in a game that locks vertical fov (half life), it works perfectly at 1906x1072. So this has to be a focal distance issue.
  3. B must always be less than A. The angle of B is always a lower number that is becoming the angle of A. In your example, you need 1810X1018 with black bars with an input of 103 fov, to match 106.26 at native (1080p). You also have to be 100% sure that is the fov you're inputting at the resolution you put it, or the mouse will feel decidedly different, since the focal calculation will be slightly off.
  4. This a small one, but several of the games listed as having precise fov through config or console, actually don't. Neither Doom 2016, Doom Eternal, and Half life 1 Won Version actually let you set fov in decimal places. There are more, but those are just the ones that I can point to as an example. IE you can't set 91.29, only 91. This is easy to test by simply opening the console during games and seeing there is not a visual change to the fov when trying non whole numbers. Only 91, 92, etc work. In contrast, something like Quake 3, Crysis, etc does offer precise fov. Maybe I'm missing something, but this leads to some problems when trying out fov tricks like focal distance scaling and matching sensitivity to exact angles.
  5. I don't use MD, but instead adjust sensitivity to the fov. So for me it's always beyond 100% MD. Just use 0% if you don't feel like experimenting. Part of developing your aim is actually developing your aim.
  6. cs:go to valorant at 16:9 aspect ratio fov 106.26 to 103 new sensitivity for hipfire at 103 fov: try .368 in valorant for precision (slightly stiff) .367 for speed (faster perceptive turning speed) If those feel good, you like being around 100% md. Just use 100% md in the calculator for either one to match all the weapon zooms.
  7. What Fov are you trying to match? 0% is antiquated garbage imho. What is your hipfire sensitivity in relation to your dpi (in csgo), and what fov are you trying to match it to?
  8. Glad you got this figured out! Now just supply the angle you want and personal aim scaling is more or less solved. You can even imitate someone's exact aim if you know what sensitivity they use at a supplied fov.
  9. Have games moved away from MD? Is that why you need to reverse engineer some newer scaling methods? 4:3 based fov, especially with vertical minus scaling, covers most usable ranges of fov for 16:9 based hor+. MD is useless, even 0%. 100% Horizontal MD is as close as you can get just using a blind number. It's not accurate enough though. Try matching 812 dpi .022 yaw to .997183, .935, and .966. All three will provide completely different feels, .935 having the most controllable distortion, .997183 having least. If your sensitivity isn't an exact function of these 3 sensitivity points, you're veering off unnecessarily.
  10. Did you try the angle comparison? It might not be worth pursuing. Unfortunately, this describes me perfectly Honestly, it's a work in progress, and feedback is most important for me right now. So, if you have a hip fire angle you want compared to ADS, I can add to my data.
  11. Hipfire sens 1 at 90 fov 4:3 812 dpi Matched at 45 fov: 100% MD = .5 Actual MD after Correction 99.62% .4995 Sensitivity Matched at 15 fov: 100% MD = .1667 MD after Correction 108.2% .1715 Sensitivity I used two different equations that produce similar results. Both felt right to me, which matches what desmos spits out. The larger the value between sensitivity, the more the apparent disparity between 100% MD. So that would make it dynamic. Awesome.
  12. I don't own any of those games. But, if you give me a sensitivity matched at .022 m_yaw (quake) and 812 dpi, plus the fov to and from, I can give you a sensitivity to put back into your game at the requested fov. Resolution and aspect ratio won't matter as long as the angle you supply already takes any focal length into account.
  13. I only use the starting AK-47/Assault Rifle style weapons. In Crysis/Warhead it's the FY71 you get right after killing your first enemy. Far cry 3 has an ak47 you can get after attacking the first village (20 minutes in). In Homefront: The Revolution it's literally called "Assault Rifle", probably another 20 min in. I don't use trainers or mods but if it helps I'll find some. I don't really know if you can do it in the calculator. I'm using a linear equation with a constant that compensates for distortion, off of a supplied sensitivity and angle (whatever I consider my "perfect aim"). So far it is presenting near-perfect results for me, but I need to verify as exact the ADS fov's in the games I'm testing to know how accurate it is, outside of feel.
  14. Is there any chance to go back to older games that had unknown ADS Fov values, for example Crysis and Farcry 3, and update them with at least 1 weapon/sight (preferably a red dot)? I've been crafting a new ADS matching method and it's very dependent on exact fov values. I've been using mouse counts to get the angles I want, but it's much easier to come here and simply find the fov that weapons would have once ADS. It would be nice if there was a way to add to the database if you didn't want to do it yourself.
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