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DPI Wizard

Wizard
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Everything posted by DPI Wizard

  1. Yes, I've noticed this as well. Sometimes the movement is only a fraction of the distance sent from the mouse.
  2. It uses the diagonal length and calculates horizontal and vertical length in addition to PPI based on this. You can enter 21.9 or whatever if your monitor isn't exactly 22", but I think monitor sizes are always described in inches, even for metric countries? The box usually says cm as well, but the common unit is inches.
  3. I'm wondering the same thing. It does not look intentional, the formula I use is just a very close estimate (within 0.01 degrees) and does not make any sense technically speaking. The relation between the configured FOV and the applied 4:3 FOV is also slightly curved which makes it seem more like a bug. Had it been linear (red dotted line) it would make more sense. Configured FOV on the bottom, 4:3 FOV on the left. Orange is expected FOV, blue is actual FOV.
  4. Looks correct if you want the same 360 distance, but you should set the FOV Type to Multi for this game now instead of Hdeg Res.
  5. There's a lot of inconsistency and probably bugs in this game at the moment: The configured FOV is actually multiplied by 0.75 and applied as vertical degrees. Hipfire sensitivity is unaffected by FOV change (i.e. 360 distance stays the same) even with "scale sensitivity by FOV" on. Aiming sensitivity is scaling to a different FOV than the one applied to the aim. For example with FOV 90 the actual FOV of red dot is 83.88, but the 360 distance is scaled as if the FOV is 71.35. Scope sensitivity scales the wrong way! When FOV is increased the 360 distance should either stay the same or decrease. In this game it should decrease since FOV scaling is on, but it actually increases instead. With FOV 70 the 7X scales to FOV 13.72, while at 80 it scales to 12.07...
  6. Updated the name now, the sensitivity is the same as before.
  7. DPI Wizard

    7.0

    Games updated Ghost Recon Wildlands - Adjusted sensitivity and FOV formulas to be 100% perfect Call of Duty: Black Ops III - Changed FOV Type to multiplier, improved FOV formula and added support for reverse-calculations Insurgency: Sandstorm - Added support for new FOV features and updated calculations FOV improvements Selecting a special option that have a different FOV type now correctly changes the FOV type and default FOV Improved FOV multiplier support, the FOV for all games that use multiplier can now be reverse-calculated Fixed a bug when changing FOV type the first time after selecting a new game sometimes resulting in the FOV value from the previous game being used Conversion methods Viewspeed (v1) renamed Viewspeed - Horizontal Viewspeed (v2) renamed Viewspeed - Vertical Monitor Distance renamed Monitor Distance - Horizontal Added new conversion method: Monitor Distance - Vertical. This method works exactly like the old Monitor Distance, but is matching the vertical FOV rather than the horizontal. Directly comparable to the USA setting in BF1/BF4 and the Relative ADS Coefficient in the Black Ops 4 config file These renames are done to better indicated which axis the method is using Horizontal matches will change if the horizontal FOV changes, typically when changing aspect ratio Vertical matches will stay the same when changing aspect ratio unless the vertical FOV changes Monitor Distance 0% is now true 0% for all calculations. It used to be 0.000001 to avoid issues with zero. The difference is neglectable, most calculations will be exactly the same Improved error checking Min/max DPI and distance suggestions now works in all cases, even for hexadecimal values If the calculation result in a sensitivity too high or too low the error message will now show you the invalid sensitivity Discrepancy calculations 360 Distance use the 360 distance (duh) Monitor Distance use the distance you have to move your mouse to rotate the entered percentage Both Viewspeed use a base length which is the value the calculations are based on General Games with hexadecimal sensitivity values now show you the decimal value in parentheses so it's easier to relate to DPI calculations are now rounded up or down to nearest 10 instead of 50 You can now change the monitor size for both games, but this will currently only be used to calculate cross hair movement distance. Scaling sensitivity to monitor size is planned A lot of minor improvements to avoid rounding errors etc
  8. Sandstorm is back now, but only with hipfire and aiming. Scope is bugged.
  9. Version 7 is up! This is the biggest update to date, the entire calculation code has been rewritten completely from scratch. Since the calculator have many thousands of possible calculation combinations it's almost impossible to verify everything, but most functions and calculations should work. The new code allows for future features like calculating all aims for a game at the same time and a more comprehensive system for managing the games you use. If you find something not working correctly, please report it in this thread! Games updated Ghost Recon Wildlands - Adjusted sensitivity and FOV formulas to be 100% perfect Call of Duty: Black Ops III - Changed FOV Type to multiplier, improved FOV formula and added support for reverse-calculations Insurgency: Sandstorm - Added support for new FOV features and updated calculations FOV improvements Selecting a special option that have a different FOV type now correctly changes the FOV type and default FOV Improved FOV multiplier support, the FOV for all games that use multiplier can now be reverse-calculated Fixed a bug when changing FOV type the first time after selecting a new game sometimes resulting in the FOV value from the previous game being used Conversion methods Viewspeed (v1) renamed Viewspeed - Horizontal Viewspeed (v2) renamed Viewspeed - Vertical Monitor Distance renamed Monitor Distance - Horizontal Added new conversion method: Monitor Distance - Vertical. This method works exactly like the old Monitor Distance, but is matching the vertical FOV rather than the horizontal. Directly comparable to the USA setting in BF1/BF4 and the Relative ADS Coefficient in the Black Ops 4 config file These renames are done to better indicated which axis the method is using Horizontal matches will change if the horizontal FOV changes, typically when changing aspect ratio Vertical matches will stay the same when changing aspect ratio unless the vertical FOV changes Monitor Distance 0% is now true 0% for all calculations. It used to be 0.000001 to avoid issues with zero. The difference is neglectable, most calculations will be exactly the same Improved error checking Min/max DPI and distance suggestions now works in all cases, even for hexadecimal values If the calculation result in a sensitivity too high or too low the error message will now show you the invalid sensitivity Discrepancy calculations 360 Distance use the 360 distance (duh) Monitor Distance use the distance you have to move your mouse to rotate the entered percentage Both Viewspeed use a base length which is the value the calculations are based on General Games with hexadecimal sensitivity values now show you the decimal value in parentheses so it's easier to relate to DPI calculations are now rounded up or down to nearest 10 instead of 50 You can now change the monitor size for both games, but this will currently only be used to calculate cross hair movement distance. Scaling sensitivity to monitor size is planned A lot of minor improvements to avoid rounding errors etc
  10. This is a rounding error, and is fixed in the next version that will hopefully launch later today or tomorrow: It's very helpful that these small bugs are reported btw, keep it up!
  11. In my experience games will just stop registering decimals beyond a certain point if they have a limit. And if the entered value is somehow unsupported it will be reverted to the default value.
  12. You can set the acog sens to your preference, but this means that iron sight will be wrong.
  13. The Insurgency currently in the calculator is the previous game. Insurgency Sandstorm is currently removed as they changed a lot in the last patch, and it needs to be re-analyzed. It should be up again later today or tomorrow.
  14. Scope and ADS scaling in R6 is messed up so they don't scale the same. Not normal for most games, but unfortunately the way R6 works.
  15. Just select the scope in the calculator and check the "Actual HFOV" in the output
  16. Fixed this now, was the wrong value used in the cutoff. The new version of the calculator will support reverse-calculating this FOV with an improved formula, so you can enter i.e. 90 FOV in 4:3 and the correct config will be calculated:
  17. More than 6 decimals places is hardly measurable. The difference between 1 and 0.9999999999 is 0.0000016364 counts. If your aim is so precise you notice this I will be very impressed
  18. Basically everything has changed, removing the game until it's analyzed.
  19. They might have changed something in the this version, I'm checking now.
  20. That actually depends on the game and what conversion method you are using. If you wonder if it affects the sensitivity just try to change the aspect ratio of the resolution in the calculator and check if the calculated sensitivity changes.
  21. No, haven't added it yet, it will come later.
  22. It turns on the option to set the ads and scope sensitivity individually.
  23. It's the different methods of expressing field of view. You do not need to change the type as it will automatically switch the the correct type for the game you select.
  24. DPI Wizard

    6.11.17

    Games added SCUM Bulletstorm: Full Clip Edition Games updated Call of Duty: Black Ops III: Fixed FOV calculations. Overwatch: Adjusted sniper decimals.
  25. If someone finds a FOV setting working in the config file, do tell me! Focusing on scopes right now.
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