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DPI Wizard

Wizard
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Everything posted by DPI Wizard

  1. Maybe I'm missing something, but that seems right. MDH 65.92% for 16:9 is the same as 65.92*(16/9) = MDV 117.19%.
  2. I've been working on it a bit now, and as I see you don't need a vertical and horizontal option for it. It does both simultaneously, which is part of the points with it. This is what I have so far:
  3. Shoulder Aim Hipfire uses the conversion you have configured for hipfire, for instance: Shoulder Aim ADS uses the conversion you have configure for ADS, for instance: Since people have a different preference on how they want Shoulder Aim to be calculated, both are included in the calculation so you can choose your preference. Some want it to be treated as hipfire, other as ADS. If your setup for hipfire and ADS are the same (for instance both set to MDV 0%), there will be no difference.
  4. And again it depends on his actual sensitivity settings. If he runs an extremely low sensitivity it might happen. No, you should be using USA ON and adjust the coefficient. The coefficient is literally where the sensitivity match is between the crosshair and the top of the monitor (since it's based on a vertical FOV), where 100 is to the actual top. 50 is halfway between the crosshair and the top etc.
  5. I don't know this guys exact settings, but it's common for games to not register 1 count movements when the sensitivity is extremely low. Which is why it is generally a bad idea to use e.g. 16000 DPI and 8kHz polling rate, you are only creating problems for yourself. "Should" games support this? Yes. Do most support this? No. USA 178% would be to the edge of your monitor if it's 16:9. The exact USA coefficient for 5 cm on your monitor depends on your monitor, but you can use the calculator to find your exact coefficient by testing the different ones:
  6. Check the instructions
  7. Since the Legacy option in Warzone is based on a 4:3 FOV of 65 you have to trick the calculator a bit. As you have already matched the hipfire FOV you can set the hipfire conversion to 360 distance and change the FOV for Warzone to Hdeg 4:3 65 and set ADS and Scope to MDV 0%. This will result in the output for Warzone showing 1.0 for all scopes as it should. I've set the zoom all for BF2042 to 200 here instead of all scopes, so they can be left at 100: https://www.mouse-sensitivity.com/?share=98ec2cbf7dac1c958bd21b87d8076607
  8. I hope to have a beta test available next week.
  9. This was a bug in the beta that was fixed for the release.
  10. This was an issue with the sens being so low it was rounded to 0, I've fixed the issue now so you get a proper suggestion of maximum DPI
  11. Check again now, I've fixed some errors introduces with a framework update that affected this game.
  12. You have to change the Aim selection to see different output. And to see everything at once and use the Monitor Distance conversions you need a premium subscription.
  13. Are you not seeing this section?
  14. Yes, you should always match the actual FOV whenever possible, but in certain cases you will be limited by the game's range. The option if it doesn't feel right when matching 360 distance and the FOV is different is to use a monitor matching method instead. As for the FOV type, you can select another type if you want to convert from it, but always check the output for the config FOV to know what you should set in the game. Are you not seeing the "Calculation" output?
  15. All you have to do is select Super People and enter your FOV, then choose between third person or first person: https://www.mouse-sensitivity.com/?share=06862b0f87af7d178852564c2d9ce300
  16. Everything is still exactly the same here. But again, bugs with polling rates etc might potentially affect you.
  17. Ok, the m79 and the Panzerfaust are the same. Added the VSS now
  18. The Panzerfaust is at least, I can' find the m79 in the training mode, is it there? I haven't added the Panzerfaust though, I can't imagine anyone prioritizing the sensitivity for that over anything else
  19. Just to clarify here, this is for PUBG specifically, not in general. Most games have the camera in the center of rotation, but for Unreal Engine 4 games is quite common to have it slightly in front. What did you compare it to? These are all unique actually, so I've added the Win94, crossbow and P90 now.
  20. Correct, and in first person the camera is always in front if the center of rotation, even in hipfire as it is where your eyes would be. I made a comparison between the UMP and the Tommy gun now, by just moving forward a tiny bit you can see that the FOV is the same: It's such a small change that I doubt it.
  21. It's actually just the camera position that is slightly different between the guns, the FOV is the same. The 360 distance is directly affected by FOV, so if you test that between the guns in the same category it should be identical.
  22. It is MDH 100%, as it says in the game info section
  23. You can choose to either use the Shoulder Aim calculated using the hipfire setup, or use the one using the ADS setup.
  24. Yes, 0.8x2.2=1.76 1x1.8=1.8 So they are different. Both these values are used in your hipfire sensitivity. With the Horizontal Sensitivity Scale you want to go as low as possible without going above the maximum for the Mouse Sensitivity value, this gives your the best precision.
  25. As long as you match the FOV it actually doesn't matter.
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