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Everything posted by DPI Wizard
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Have been working a lot on the code lately, haven't had too much time adding games. But most of that stuff is done now, so I will be adding games more quickly!
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Need slightly more clarification on monitor distance matching
DPI Wizard replied to Kilroy's topic in Technical Discussion
Viewspeed calculations are back. -
Mass Effect: Andromeda is added!
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The Mass Effect is added, and Viewspeed calculations are back! View full update
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So they added a config file with sensitivity numbers and everything... and still managed to add an FOV slider with no numbers that affect sensitivity! Need to see if I can find the base numbers somewhere. Otherwise I can only add calculations for default FOV.
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Downloading! Will add other games listed on the last pages as well soon.
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Need slightly more clarification on monitor distance matching
DPI Wizard replied to Kilroy's topic in Technical Discussion
Technically you do this with Windows / Desktop as input. HRES/DPI = Chord Length, as with 2560/400 = 6.4 inches. You can use what ever DPI you want for the output game. Do say you want chord length 10 inches, that would be 256 DPI for Windows. Then enter 400 DPI or whatever for the game you are converting to. This and a few other bugs need to be sorted out, so I'm removing the viewspeed for a little while to work on them. -
Need slightly more clarification on monitor distance matching
DPI Wizard replied to Kilroy's topic in Technical Discussion
Correct, the WPS was applied twice. Check it now -
Need slightly more clarification on monitor distance matching
DPI Wizard replied to Kilroy's topic in Technical Discussion
It's not optimized for handheld devices at all, but it should only look crap, the calculations are supposed to be correct. Are you able to post a screenshot of the Safari output? -
Need slightly more clarification on monitor distance matching
DPI Wizard replied to Kilroy's topic in Technical Discussion
Correct, one of the issues I need to work out. -
Need slightly more clarification on monitor distance matching
DPI Wizard replied to Kilroy's topic in Technical Discussion
Sorry for the delay, but Viewspeed is now live! There might be a few bugs to iron out, so do notify me if you see something strange. -
I do this manually via scripting. If I know how many counts a 360 turn is, the FOV can easily be calculated for 1st person view. For 3rd person it's a bit more tricky however, since the camera pivots around the character. This means that the actual FOV (meaning how far you have to move the camera to move an object from left side to right side) depends on how far away the object is. I calculate the 3rd person FOV based on the furthest I can see, since that makes it most accurate to what's configured. I'll have more on this later
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Says still pending here, do you have the PayPal transaction number?
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Need slightly more clarification on monitor distance matching
DPI Wizard replied to Kilroy's topic in Technical Discussion
All the maths of the Viewspeed function are done now (2D-3D, 3D-3D and 3D-2D). I need to add some error checking, fix the output and adjust some scripts. Should be done at least by the end of the weekend! All tough most relevant information is posted in this topic, I will also make a summary of it explaining the method and how it works. -
Need slightly more clarification on monitor distance matching
DPI Wizard replied to Kilroy's topic in Technical Discussion
I've finished most of the 3D to 3D conversions for the next version (output is missing some comparable numbers still), and this is how it works on some of the questions asked here. Do note that there will be some discrepancies compared to previously posted numbers due to rounding and limited fine tuning of some sensitivity settings. -
Need slightly more clarification on monitor distance matching
DPI Wizard replied to Kilroy's topic in Technical Discussion
I got this up and running in a beta state now, and as far as I can tell, stereo3D has it right here. Correct me if I'm wrong DNAMTE, you are calculating the distance to move the mouse across the monitor based on horizontal resolution and DPI. But since the game is the base for the calculation here and not the desktop, you have to reverse calculate this to find a new base. The numbers happen to be very close, but say you are playing with sensitivity 15 in Overwatch instead and the numbers would be very different. To reverse it I use: -((X/360*Y)/(Z-1)) where X = 360 distance Y = FOV Z = Percentage difference Formula can also be written -(XY/(360*(Z-1)). For sensitivity 7 in Overwatch this would be: -((30.9253247/360*103)/(0.1485244-1)) = 10.3914... cm. -
Call of duty 4 MW calculator bugging out
DPI Wizard replied to Varatesh's topic in Feedback, suggestions and bugs
The DPI of your input game is being copied to the output game unless you explicitly enter a DPI for the output game. So when you change DPI from 800 to 2400, nothing in the calculation actually changes. But if you enter 800 for Overwatch, and 2400 for CoD4, you will get a different output. -
Need slightly more clarification on monitor distance matching
DPI Wizard replied to Kilroy's topic in Technical Discussion
If you use the desktop resolution as the base, you must calculate both hipfire and scope based on that. So if your arc lengths etc are correct, this is how you should calculate the 360's: For hipfire: 2940.2224/103*360 = 10276.5055 counts = 40.7849 cm for 360. And for scope: 2646.5077/51*360 = 18681.2308 counts = 74.1411 cm for 360. If you want to convert from hipfire to scope using this method, it's a little bit more complicated, more on that later -
Need slightly more clarification on monitor distance matching
DPI Wizard replied to Kilroy's topic in Technical Discussion
This method can definitely be integrated! I'll check the code and see how much change is needed. -
For CS:GO, use the default FOV (90). While it is possible to change with cheats enabled etc, it does not scale "correctly" for some reason, meaning calculations will be incorrect. Regarding USA OFF, I was gonna wait for a new version on the calculator to be ready before adding this. Reason being the new version having this option integrated instead of having separate games in the list with it on and off (like it is with BF1). But it is taking a while to get the new version ready, so I'll add the USA OFF calculations the "old" way.
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Battlefield 1 calculator problems. HELP!
DPI Wizard replied to GodOfTheWalrus's topic in Technical Discussion
This is because Titanfall 2 does not support this low sensitivity. The result of the calculation is 0.666432, but Titanfall's minimum is 1, so it isn't possible to match. But I would suggest you switch from "360 Distance" to "Monitor Distance" in the "Convert to" field. This will match the sensitivity on your screen rather than matching a 360 distance. You can choose between 0% and 100%, see the video on the front page for an explanation if you haven't seen it already. -
Need slightly more clarification on monitor distance matching
DPI Wizard replied to Kilroy's topic in Technical Discussion
There is no right or wrong answer to this, as it comes down to personal preference. If you do 100%, this means that moving 50% of the monitor distance will be slightly different between different FOV's. If you instead do 50%, moving 100% will be slightly different, and so on. Some might find it better to match 100% with hipfire, and go down as the zoom levels get higher. Say 50% on a 4x scope and 0% on snipers scopes. Higher zoom levels also means more tracking and pixelhunting in many cases, so 0% might make more sense on snipers etc. -
It's not a setting, but in the list of games, called "Windows / Desktop"
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Need slightly more clarification on monitor distance matching
DPI Wizard replied to Kilroy's topic in Technical Discussion
For those wondering, the monitor distance calculator works like this (very simplified): The 360° distance in counts is calculated for the input game. Let's say it's 10000 counts. If you choose 50% monitor distance, and the FOV of the input game is 90° (1.5708 radians), this equals atan(tan(1.5708/2)*0.5) = 0.4636 radians = 26.57°. And 26.57° = 10000/360*26.57 = 738.053 counts. If the output game has an FOV of 106.26° (1.8546 radians), we do the same here: atan(tan(1.8546/2)*0.5) = 0.588 radians = 33.69°. We now know that 33.69° in the output game should equal 738.053 counts. To match this, the 360° counts is calculated based on these two values: 738.053/33.69*360 = 7886.5859. The sensitivity for the output game is then calculated based on a 360° distance of 7886.5859 counts. 0% matching is using the same premise, but is instead using the formula tan(radians/2).