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DPI Wizard

Wizard
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Everything posted by DPI Wizard

  1. Checked it now, and it's a different path. Check the path for the update
  2. It's a bit of an oxymoron, but what it means is that the game either misses reports or is trying to "smooth" them, resulting in the mouse movement being a lot longer than it should be. And it's not stable, the actual movmement is all over the place. So it's the opposite of acceleration where the movement is shorter. Using a high polling rate over 1000 Hz is not recommended as a lot of games struggle with this. Most handle 1000 Hz, but some (like this one) has smoothing enabled by default resulting in this negative acceleration.
  3. Marauders is already added
  4. I've updated the game now. The in-game range was completely changed, and the config file was moved. Note that the slider is still very inaccurate and you have to use a polling rate of 500 Hz or lower to avoid negative acceleration.
  5. Checking it now!
  6. Block N Load 2 is added.
  7. DPI Wizard

    Block N Load 2

    The sensitivity slider is not accurate, expect some discrepancy. Use the config file for best accuracy.
  8. The sensitivity slider is not accurate, expect some discrepancy. Use the config file for best accuracy. View full update
  9. This issue should be fixed now, check again to see if it works for you
  10. There was a bug introduced with the latest update, try again now and it should work. Thanks for reporting!
  11. Since it's using the scale field I kept the error check as it doesn't make any sense to use 0 for power, but I'll update the error message to say scale/power
  12. DPI Wizard

    9.11

    Calculator updates Monitor Distance - Dynamic is new converison added, read more about it here. Fixed a bug when converting to 2D using distance. Games added Slime Rancher 2 Roblox - Added Prison Life
  13. Monitor Distance - Dynamic is now live, let me know if you find any issues!
  14. A new conversion method suggested by @TheNoobPolice is now integrated. See the original post here. What this method does is to scale the monitor distance based on a limit (i.e. max monitor distance troughout the scaling) and a power factor. Power factor 0 means that the scaling is equal to the limit, and the higher the power factor, the more the scale moves towards 0% scaling. Sensible power factors are between 10% and 300%. This method is ideal for those who find 0% to be too slow for more powerful scopes, but fine for ADS. You can play around with this graph to visualize the scaling: https://www.desmos.com/calculator/yfn7lpyfbf
  15. I've never noticed any issues in Overwatch, it's dead on everytime I've tested it. Have you tested with scripts, or just by hand?
  16. Both these are added.
  17. Just added. View full update
  18. If you convert from Apex, the best thing is to set the ADS and scope conversions to MDV 0% and the scale to your ADS sensitivity*100. So for instance if you have 0.9, set the scale to 90 etc.
  19. 1 for all aims is (almost) 0% in Apex. Due to a bug in the game it rounds the FOV to the nearest whole number before calculating ADS sensitivity, so it's slightly off.
  20. Correct!
  21. 0% is generally the best place to start (it's the slowest), so if scopes feel too slow you can try to increase it.
  22. For desktop, it's not really needed since it's not actually dynamic but fixed to the limit. So we can skip it there. For hipfire, I think it can be useful though.
  23. Actually, since there's no scale field for hipfire and desktop, I might have to add or somehow use another field as a global power or limit. I'll play around with it and see what makes sense.
  24. This is exactly what I was thinking too Zoom ratio. This is also what I had in mind. Also, for 2D conversions, it will use the limit as the coefficient since 2D essentially is infinite zoom.
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