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DPI Wizard

Wizard
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Everything posted by DPI Wizard

  1. And is "Enhance pointer precision" off? And raw input on in CSGO? What mouse do you have btw?
  2. To keep the cursor movement the same. If you go from 1920x1080 to 3840x2160 and the monitor size is the same, you need to double your DPI for the movement to be the same. For games resolution doesn't matter, but using the cursor in-game can be a pain if you don't account for this.
  3. It sounds like your mouse is 800 DPI or you have changed the WPS. WPS is Windows Pointer Speed, the sensitivity setting in Windows.
  4. 75% (in 16:9 AR) is used by a lot of older games (and some new), so by default this will be what many players are used to. The reason for it being 75% is because older games use FOV based on 4:3 resolution (like CSGO), and the monitor match is 100% for this aspect ratio. When you play these games on a 16:9 monitor the match remains at the 4:3 portion of the monitor, meaning 75% for 16:9 ((4/3)/(16/9)). Newer games mostly use 100% (like all Unreal Engine 4 games), while some use 0% (i.e. Call of Duty). So 75% is a good default value in between.
  5. BTW 0% is best for tracking, a quick demo here to show tracking of a target between different aims: Higher monitor distances are more suitable for snapping to a target.
  6. 38 (or 37.94 with decimals) is when using Monitor Distance 0%.
  7. Cool, updated it now!
  8. You're not doing anything wrong, but the current version of the calculator is a bit unforgiving here as the correct calculation is exactly 1 since the FOV for targeting is the same as for hipfire. But due to rounding of the numbers the calculation results in something like 1.000001 which is interpreted as too high. If you enter 0.050000001 for targeting it actually works. This is fixed in the next version to be more forgiving.
  9. I think he meant BF1, USA does the same thing in both games though. Recommended is on so you have better control over the scope scaling. It is correct that PUBG use the equivalent of 178 by default (if all sensitivities are set to the same value).
  10. Horizontal field of view. The FOV you configure in the game vary between games depending on the FOV type they use, but the Actual HFOV is what you actually see.
  11. 360 distance is only suitable for hipfire to hipfire conversion. The other methods can be used for anything, but which one is "best" is depending on your preference. An important key is to always try to match the "Actual HFOV" between games so the sensitivity feels the same. This is not always possible however as a lot of games don't have the option to customize the FOV, or the preferred FOV is out of range of the game.
  12. When set to 1 the vertical sensitivity will always be the same as the horizontal in terms of degrees/count. If you want the same distance to the top of the monitor you should indeed set it to 1.111111, but this will make the vertical sensitivity faster.
  13. The ADS is the same when targeting with most weapons, but if you have something like a hunting rifle with no scope, targeting is actually the same as rifle scope.
  14. Always set the FOV to the Config FOV (i.e. 90).
  15. You need to change it in the game, but you can calculate the value here if you want it to match another game.
  16. Just enter the un-stretched resolution. The calculator currently assumes the image takes up the entire monitor, i.e. stretched.
  17. I need access to the scopes myself, footage is unfortunately not enough. I saw they just updated the test server, but no level increase there. The easiest way would be to borrow an account with high enough level, but that requires someone to trust me with their account. As long as you have the Steam authenticator activated there's no risk of account abuse afaik. I'm obviously 100% trustworthy, but I understand people have issues trusting other people on the internet.
  18. Seems to be bugged at the moment, changing sensitivity does nothing.
  19. I switched it around now so it's more logical. The FOV field is now your regular FOV, and the Sensitivity 2 is the zoom FOV
  20. The way explained in the notes is the correct one, and it's done so the FOV is processed correctly. But it is a bit opposite of what it should be, so I'll see if it's possible to change.
  21. You are correct, the variable values must be switched. I'll double check later.
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