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DPI Wizard

Wizard
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Everything posted by DPI Wizard

  1. Added with ADS and scopes.
  2. Got it now, it's the horizontal resolution that is a direct multiplier for the sensitivity. Doesn't make a whole lot of sense, but calculations should better now. There is still a small discrepancy, but now that I've found out how the sensitivity handles resolution I should be able to fix it.
  3. I just realized resolution (or rather the resulting FOV) actually affect sensitivity in Bedrock, what is your resolution?
  4. Yes, that is what 360 distance does. It does not care about FOV, resolution or aspect ratio, the only thing it is matching is the 360 distance.
  5. Bedrock has been changed recently, the sensitivity scale is different now. I've updated it, but it was changed the opposite way of your suggestion. The correct sensitivity for 1.2 from source should be 0.15746463. Let me know if this is completely off for you, if so there is some other setting affecting the sensitivity.
  6. Ok, then you just need to set the conversion setup to 360 distance instead of MDV 0%.
  7. Set the FOV Measurement to Apex/Quake/Src/4:3 and use FOV 90 to make it identical to CSGO, that should work.
  8. Well then 360 distance won't be the same unless the FOV is exactly the same
  9. Works beautifully, I've updated the game info now!
  10. Awesome! I'll test it and update the info
  11. Can you show what you did?
  12. Select in-game instead of config file under location
  13. DPI Wizard

    8.0.a

    Games updated Borderlands 2 - Added a dedicated HEX option. Minecraft Java Edition - Updated FOV calculations, they are 10% higher than shown in the game. Mirror's Edge - Fixed an FOV scaling issue. Natural Selection - Added classes for accurate FOV calculations. Dead games removed Blacklight: Retribution Firefall Ghost Recon Phantoms Loadout
  14. If you want the same FOV you need to turn on FOV Scaling ADS for BF4 and set the FOV to 44. It is a very low FOV and will make hipfire pretty horrible...
  15. Yes, it's all explained in the instructions under WPS here
  16. The same 360 distance for scopes is a terrible idea, they will be insanely sensitive. If you want it you'll just have to set the ADS and scope in the conversion setup to 360 distance instead of Monitor Distance - Vertical. But it's not even possible for the 10X scope as it will be out of range.
  17. Sure it's possible. All the values at 1 means MDV 0%, or the same tracking speed. That depends on what you mean by different. Their tracking speed is the same as your source (Overwatch hipfire).
  18. That's the wrong folder, it's "Unreal Engine" not "UnrealEngine". If you don't have the "Unreal Engine" folder you're fine This is correct yes.
  19. This is the value you enter as the 1X Optic / Iron Sight sensitivity in the game.
  20. Have you changed the config file for R6, or is everything in there set to the default values?
  21. When you try to convert back like that you are changing the base FOV and hence all the calculations. In the first conversion everything (CSGO zoom, PUBG hipfire and all aims) are matched to CSGO hipfire with an FOV of 106.26. When you use the calculated PUBG sensitivity and calculate back to PUBG, the base FOV is now 90 so everything changed. The first one is the correct one if you want to match the CSGO sensitivity.
  22. Your FOV Type for MW is wrong, the game uses Hdeg 16:9, so you need to set it to that and enter 100. This affects the calculations. Also using 360 distance for scopes are not recommended and in most games not even possible.
  23. Actually yes, I probably only need the 360 distance at sensitivity 1 (can be measured with external programs) and a screenshot where you can measure pixels in both hipfire and the scopes to calculate the FOV. But if the devs are overhauling the scopes it might be worth waiting. Right now it seems to be a mess, so if they manage to unify the scaling it will be a lot easier.
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