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DPI Wizard

Wizard
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Everything posted by DPI Wizard

  1. Unless there's a huge difference in the accuracy between the top options, you should select "ADS and Scope" to use the same conversion for both. Sometimes you might get a very high accuracy for ADS Only and Scope Only if they have to use different methods to match the sensitivity you want to achieve, but this might cause the "ADS and Scope" to be very low. In most cases you should select the top one with the highest accuracy, unless you have a specific preference when it comes to matching methods.
  2. You're missing the ADS/Scope conversion. I see he lists the same value for scope, you can use the reverse function (green button) to find the correct setup to match this. I've done it here for the 1.5x and 2.5x, so they are 0.974: https://www.mouse-sensitivity.com/?share=b928d93b19028515222e2f037445a3d0
  3. You can just use the purple share button to share the entire calculation, that makes it a lot easier to work with
  4. Just added. View full update
  5. DPI Wizard

    11.3.a

    Games added ALARA Prime Orcs Must Die! Deathtrap
  6. Some weapons use the same sensitivity setting, choose the sensitivity for the weapon you prefer to be matched. View full update
  7. DPI Wizard

    ALARA Prime

    Some weapons use the same sensitivity setting, choose the sensitivity for the weapon you prefer to be matched.
  8. Added! Unsupported.
  9. If you are actually using the Plutonium launcher, do you have FOV Scale set to 1 in the game?
  10. Just added! View full update
  11. DPI Wizard

    11.3

    Calculator updates You can now hide advanced info for aims. There's also buttons to hide or show all info. The ADS and Scope conversion setup can now be linked, so you only have to configure one settings if you want them to be the same. Fixed a bug when using radians and "All" aims. Fixed a bug where the wrong value was shown for "All" conversions when the calculation was out of range. When calculations are out of range, a DPI suggestion should now always show up. Minor UI tweaks. Games added Beyond Citadel Games updated Delta Force - Updated coefficient range. Escape from Tarkov - Updated scopes. Off The Grid - Updated sensitivity base. Roblox - Updated Deadline sensitivity. Marvel Rivals - Added more hero specific sensitivity.
  12. The config file has a slightly better range (0.0001-0.0004 is not possible to match in-game), but the accuracy is the same within the range of the in-game values yes.
  13. The issue is that there is no consistency at all. Even with scripts or a robot replicating the exact 100% same movement, you will never get the same result. On top of this it's the added uncertainty of max turn speed, so it's basically impossible to produce a calculation that makes sense.
  14. The aim sensitivity for all these will be different, ideally you should only use one game as a source and select the game you are converting to in the "Convert to" section.
  15. Rivals uses MDV 0% to scale the sensitivity, which matches the default setup of the calculator. This is why you get 1.0 if you convert from Rivals itself or a game with the same hipfire FOV, which is correct. If you convert from CS2, you convert from a different FOV, which is why the scope sensitivity is different, it now matches the hipfire sensitivity and FOV in CS2 instead of Rivals.
  16. When you convert from OW, the source FOV is 103 16:9 hdeg / 70.5328 vdeg, but when you convert from CS it's 90 4:3 hdeg / 73.739795. So the difference in the FOV of the source affects the output calculations, unless you use the same conversion method for hipfire as you use for the scopes.
  17. This bug was just fixed a few hours ago, so it should work correctly now!
  18. It was just checked 9 days ago with exactly the same issues. I noticed a new setting regarding mouse movement, but it has not impact on the issues.
  19. When they added the "fix" for the acceleration issues, they actually introduced acceleration... What happens now is that some packets from the mouse gets duplicated, meaning the mouse sends a packet to move for instance 100 counts, and the game does this twice. This happens randomly, but in effect it is actually random acceleration.
  20. No changes I can see, although I'm on the demo. It uses a pretty standard UE4 sensitivity scheme.
  21. You can't use that tool unfortunately, you have to count pixels, and based on a comparison with pixels from a known FOV from the exact same location and object, calculate the actual FOV of the inner part. There's a also issue with lens effects, as you can see in the example picture there's quite significant warping of the inner part, so that has to be taken into account as well.
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