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DPI Wizard

Wizard
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Everything posted by DPI Wizard

  1. No, sensitivity in games are generally not affected by resolution (there are a few exceptions). Just enter your data into the calculator, and it will tell you the correct sensitivity. For instance like this: https://www.mouse-sensitivity.com/?share=889e99780ca5d1eba08993155c6fec6e
  2. One question though, does the 360 distance change if you use a polling rate of 125 Hz?
  3. It should work, but if you already have the heading [/Script/Engine.InputSettings] in the config file, you can't add it again. Just add the smoothing line under it: If this is what you are doing and it still gets removed, the only thing you can do to fix it is to lower your polling rate to 250 Hz or even 125 Hz.
  4. The game is using the 16:9 horizontal FOV for the sensitivity calculation, not the vertical. Since it's UE4 based, very few developers change this (there's a few games that do it though). Have you disabled smoothing? Just tested this configuration now, and it's 100% correct. https://www.mouse-sensitivity.com/?share=7278a5f32f4d996996df92ee2e18193f
  5. It was inverted, fixed now
  6. The hipfire FOV stops at 1.642857 (115 HFOV 4:3), it does not go any higher. So if you select another FOV Type than multiplier, this is the maximum. If you are using a higher FOV, you have to enter it as a multiplier, as this is the only way the calculator can both lock the hipfire FOV at the maximum and calculate the ADS and scope FOV above 1.642857.
  7. You don't need to worry about this, the most important thing is to find a conversion method you like, then the calculator will do the rest.
  8. For games that do support vertical sensitivity, it can be done like this: https://www.mouse-sensitivity.com/?share=e7756780dc90962461fa741f8f8f112e For other games I need to add a feature to the advanced output to enable this.
  9. They both have an old "feature" of Unreal Engine 4 where the y axis is 0.7 times slower than the x axis. I think it's been a bit back and forth on Deep Rock Galactic. The FOV for DRG has been updated as well, it's actually a vdeg multiplier now for some reason.
  10. All the other methods do work, they do what are supposed to. However, which one actually feels best is down to your personal preference. All the methods are explained in the instructions.
  11. You have different monitor sizes in your calculation. You are converting from 24 inch to 27 inch, and as soon as the monitor sizes don't match, the calculator will include them in the calculation. Unless you are actually converting to and from the same game using different variables (such as converting from one DPI to another etc), you can just select the "All" aim for the input game (instead of converting from "Hipfire" to "All") to get all the scopes. This way you can be sure all the variables are the same and correct.
  12. The FOV was completely changed, it's updated now.
  13. Yeah, they have removed the separate ADS main sensitivity, I've updated the calculations now.
  14. Nice, the calculations are updated.
  15. Added support for this now.
  16. Hipfire and ADS is the same as before, but all the scopes are different. They are all updated now!
  17. Thanks a lot, will update the calculator as soon as possible!
  18. That would help, I have no idea how long until I get the drop!
  19. I'm still waiting for the game to be activated, not sure what's taking so long. Will check as soon as I have access!
  20. Updated!
  21. I found the issue, all the way to the left (0) is not a valid sensitivity, it jumps to 1 if you exit the menu at 0. But for this reason you do have to count from 0, I have updated the description.
  22. No, it's a tool for the users so they can enter their existing sensitivity settings and get the best matching conversion setup back. This way you can find the best setup based on your current settings, so you can replicate it to other games. Especially useful for those who have just fiddled with their sensitivity settings to find a setup that feels good, but have no idea how to convert this to other games.
  23. I got the reverse thingy working a bit better now, and for the two numbers provided, setting it to MDD 148.5437% Power 21% matches it pretty good. Changed FOV's to vertical: https://www.desmos.com/calculator/qskiuuqh4z So using this, 40 would be 0.446, 10 would be 0.115.
  24. I think you have to use the vertical FOV, as the examples was in hdeg 4:3. Either way, I'm still working on the reverse-engineering scripts, and since it's not possible to do mathematically and has to be done programmatically it's a bit of a challenge
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