Jump to content

DPI Wizard

Wizard
  • Posts

    18,158
  • Joined

  • Last visited

  • Days Won

    1,764

Everything posted by DPI Wizard

  1. 106.26 as it says in the "Config FOV" part of the output
  2. I don't know what causes this, but it is mostly an issue with UE4 games. It must be some feature or combination of features that causes this. What seem to happen is that the reports come faster than the game manages to process them, so they get dropped causing "negative acceleration" meaning you turn around less than you should have.
  3. Currently nothing.
  4. Correct!
  5. It unfortunately does not accept more than one decimal. The actually applied sensitivity from the file is the "SavedSettingsConfig=" in the bottom, and it ignores any decimals beyond the first.
  6. Negative acceleration basically means that the rotation in-game is shorter than in should be based on either settings, movement speed or both. So say you want a 360 distance of 10 inches and if you move the mouse slowly you get 10 inches, but if you move very quickly you might get for instance 12 inches. It might also always be longer regardless of movement speed due to other factors. This means the game is either missing some reports from the mouse, or registering them as shorter than they should be. Reducing report rate in the mouse driver often helps with this issues, as quite a lot of games struggle with 1000 Hz (reports are coming too fast for the game to process). I'm not sure if this is the issue with this game in particular though, but it's worth a shot.
  7. Try again now
  8. Add an entry with your preferred settings and check the "Default" box, and it will be loaded every time you load the page
  9. No, it's spot on. It's even confirmed by a post from the devs. The game does have some negative acceleration though, which will affect you differently depending on a lot of factors. It might be that this is your issue.
  10. Yes, you are looking at the config file sensitivity, select in-game instead if you want to set the sensitivity there
  11. I guess the called it "FOV Scale" for a reason.. Just checked the game and found out how it works, so the game is updated now. Calculations are now also 100% correct, they were off by a few counts before (because of how the FOV actually works).
  12. Added aim and vehicle sensitivity, also updated FOV calculations as the in-game value is completely wrong other than at 70.
  13. It's less scary with the correct sensitivity.
  14. It does not change FOV or sensitivity, just the distance to your character. So technically nothing changes with the sensitivity, but it might be perceived differently since the distance to the center of rotation changes. Added manual weapon FOV now as Sensitivity 2, so just enter the FOV of your weapon there.
  15. All aims added!
  16. Done!
  17. DPI Wizard

    9.0.x

    Games added Watch Dogs: Legion Sector's Edge
  18. DPI Wizard

    Sector's Edge

    Look sensitivity added, aims coming soon!
  19. Look sensitivity added, aims coming soon! View full update
  20. Are you able to screenshot any of this?
  21. Look sensitivity added, more coming soon!
  22. Look sensitivity added, more coming soon! View full update
  23. Are you sure you want to do this? It will make the scopes ridiculously sensitive. Aiming will be practically impossible as the 12x scope will skip over 7 pixels/count, meaning it's impossible to move less than 7 pixels. If you want it, you have to set the sensitivity in the config file and do like this in the calculator: https://www.mouse-sensitivity.com/?share=b037d2dc12a84ee4f6997c5b4ec4a056
  24. Since you are not following any kind of consistent conversion method, you have to convert each scope to a corresponding scope in Apex manually. Hipfire -> Hipfire 1x -> 1x 2x -> 2x 3x -> 3x 5x -> 4x (5x in R6 is closer to 4x in Apex than 4x is R6) 5x -> 6x 12x -> 8x
×
×
  • Create New...