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DPI Wizard

Wizard
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Everything posted by DPI Wizard

  1. I'm not sure if Roblox have a general sensitivity? Almost all Roblox modes I've added have their own sensitivity scale.
  2. They've updated the range to be way bigger now, so it's a lot better actually! I've updated the calculations
  3. Yeah, it's the same from what I've tested. The actual sensitivity scaling of the scopes seems to be all over the place though. I'm having real FPS issues in this game btw, anyone know of any particular fixes for this? I'm getting like 35-38 FPS with an RTX 2080 Ti and 9900k CPU.
  4. Ok, so if you just do this: [Controls] fIronSightsPitchSpeedRatio=1 fPitchSpeedRatio=1 You get the same pitch as yaw with the same value. As we can set a separate Y sensitivity this isn't really needed though as it is an extra step for most people. If you also do this: fMouseHeadingXScale = 0.021 fMouseHeadingYScale = XX Where XX replace with: .03738 for 16:9 resolutions .042 for 21:9 resolutions .028 for 4:3 resolutions .0336 for 16:10 resolutions You will get a pitch sensitivity which is faster by the aspect ratio. So for instance 0.3738 will give you a pitch 178% of the yaw. If you just do the fMouseHeadingXScale thing you will get a pitch that is 56.25% of the relation between the numbers. So for instance 0.042 will give you a pitch which is 1/(0.021/0.042/0.5625) = 112.5% of the yaw. Neither of these cases make any sense. Setting the ratio to 1 does however, but it's just as easy to set a different pitch sens.
  5. Not between 16:9 and 21:9 at least. EDIT: I'll test exactly what happens when you follow the article.
  6. It defaults to making the vertical axis speed 56.25% of the horizontal, in other words giving you the same MDV 100% distance as MDH 100% distance. So no need to change it as it's easier to just counter this by setting a different Y sensitivity.
  7. Something like this should work, replace FOV and DPI etc with your own numbers: https://www.mouse-sensitivity.com/?share=08c56607f16952835c6af02fffe64291
  8. Done, updated FOV and added correct Y calculations.
  9. The sensitivity range is very low, so you might have to lower your DPI for the game to get a valid value.
  10. FOV affects CSGO sensitivity, so the values will be different for the same 360 distance.
  11. I see the game actually displays the negative value in-game, however it results in the same sensitivity as 0.
  12. You need to set the correct Sensitivity 1 value (hipfire sensitivity). There's usually no need in selecting a specific aim, using the "All" conversion will work in most cases.
  13. Like this, but try with coefficient 1, 1.33 and 1.78 as well and see which one that feels best. https://www.mouse-sensitivity.com/?share=5515199510935705a757b4bf567e1e23
  14. Do you have any aim preference in Overwatch?
  15. That's MDV 100%
  16. Set the Windows / 2D conversion to MDH 100% instead.
  17. That depends on what you want really. If you use 360 distance you will have the exact same navigational sensitivity, while using monitor distance gives you the same on-screen sensitivity, i.e. aim.
  18. The issue with this is that you will get very different ADS and scope sensitivity depending on the FOV difference of your games. The calculator is meant to give you the same sensitivity, so a scope with for instance an FOV of 20 is exactly the same in both games regardless of their hipfire FOV. You can however do what you ask for if you first convert hipfire, then use this hipfire as source for the ADS.
  19. You don't have the same FOV for Overwatch and Apex, and all the ADS and scopes will be matched to the hipfire 360 distance and FOV of the input game. So that's the reason there's a difference. Aims are generally matching using FOV so the sensitivity is related to what you see rather than how you navigate. This is why you should use the same game as source for all your conversions, to keep the aims consistent.
  20. DPI Wizard

    Gunfire Reborn

    Hipfire and zoom sensitivity added.
  21. Hipfire and zoom sensitivity added.
  22. This game currently has quite a bit of acceleration that seemingly can't be turned off, so we have to wait for the devs to hopefully add an option to disable it.
  23. No, they're all over the place, getting any kind of consistent result is impossible.
  24. Updated it now. A lot of games are not properly tested in 21:9, so their scaling above 16:9 might be wrong.
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