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Everything posted by DPI Wizard
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Because the actual FOV is changing when you use a 4:3 resolution. The actual FOV is not a direct part of the sensitivity calculation, but it is used to calculate the 360 distance. Simplified like this: Windows DPI: 800 Resolution: 1920x1080 Distance: 2.4 inches to move mouse cursor across screen So with actual FOV 106.26, the 360 distance will be: 2.4/106.26*360 = 8.131 For actual FOV 90 it will be: 2.4/90*360 = 9.6 In other words, for 16:9 it is 8.131 inches/360 that is used to calculate the sensitivity, for 4:3 it is 9.6 inches/360.
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This is correct, remember that there is no such thing as a 360 for Osu. So the 360 distance for ShootMania is 7.3024 cm. The actual FOV is 112.33 degrees, meaning that shifting aim your entire FOV is: 7.3024/360*112.33 = 2.278551 cm. This is the distance matched to Osu, so moving the cursor across the screen in Osu equals turning around 112.33 degrees in ShootMania. Do note that matching sensitivity like this might not feel right for everyone. But the idea is that moving the cursor/crosshair from A to B on the monitor is the same distance in both games, regardless of what the 360 distance might be.
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The reason being it has a very unstable mouse input registration. I struggle to get consistent result when analyzing it. Will check again and see if anything is fixed
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Not sure about BF2142, but I measured the FOV of BF2 to 80.
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Star Citizen just added!
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I have not got to this yet The default FOV is 90, but this is based on a 4:3 resolution. When you play with 16:9, the actual FOV is no longer 90, even though it is still configured as this. The difference in width is just "added" on, resulting in a visible FOV of 106.26. So the middle 4:3 of a 16:9 screen is still 90 degrees. Confused?
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If you use raw mouse input, it won't affected by this fix. Raw mouse input is pretty much perfect if you want real 1:1 mouse-to-game movement, no need to mess around with anything in between.
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Unfortunately, yes. Up to 10% off plus or minus seem to be pretty common. You get different ratio because the FOV is different. I'm working on a ratio conversion, so you can match ratio between games, but it's not ready yet. When it comes to what the goal is, this is a personal preference. Some prefer a constant 360 distance, others prefer a constant "2D" distance, i.e. ratio. There's no wrong or right here, just what you prefer
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Just tested that nothing changed with the last patch, and the calculations are correct. However, you are probably not getting 28 cm / 360 because of sensor inaccuracy, have you tried the DPI Analyzer to check what your real DPI is? If MouseSensitivity and AimDownSightsMouse are set to 50, 0.033333 is indeed correct.
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I haven't analyzed the Holo sight actually, if it's not the same as the iron sight, I need to analyze it.
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What values are you getting, and what are you entering? A screenshot would be nice
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I've done a few changes and updates to the DPI Analyzer, it's now a lot easier to measure long distances. View full update
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I would say more is better unless: The sensor is bad and jitters or in some way is unreliable at 1000Hz. The game does not handle 1000Hz, this is the case with some games. At 1000Hz they miss a lot of reports, resulting in negative acceleration. A bad or busy USB hub, slow computer, long cables or something else hardware related might also limit the ability to use 1000Hz smoothly. Any jitter is caused by either sensor, hardware, game or both. With a good sensor, good game and good hardware 1000Hz have no drawbacks.
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At long last, this is fixed
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Allow viewing games by engine
DPI Wizard replied to Noupoi's topic in Feedback, suggestions and bugs
Actually adding Source etc. as separate selections would be easy, but I did it the hard way, you can now sort by engine! Something like this you imagined? -
Ratz instagib sens incorrect
DPI Wizard replied to cincinnatus's topic in Feedback, suggestions and bugs
Just checked this game now, and the calculations seems correct. I added the support for three decimals though, so it's more accurate now. However the Enhanced Mouse Input V2 messes things up and adds acceleration, do you have this turned on? Or acceleration in general? -
I've had that exact idea for a long time, but I don't have the resources to do it at the moment.
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BC2 has terrible mouse sensitivity accuracy, the acceleration is all over the place. In fact, I think I should remove it because the calculations are not reliable due to this.
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Allow viewing games by engine
DPI Wizard replied to Noupoi's topic in Feedback, suggestions and bugs
This can certainly be done, but the problem is that identical engine does not necessarily equal identical sensitivity. For engines like Source and iD Tech, some are affected by FOV, others not, while a few have completely different sensitivity. And for Unreal Engine 3 is even more diverse, the 25 UT3 games currently in the database uses 11 different formulas. So I could add the most common ones as their own selection, but there would be a lot of caveats to it as there is no guarantee that the output will be correct based on the engine alone. -
Ratio will be different if the FOV is different (and/or resolution and monitor size). This is expected. The 360 distance is the same. BTW, you probably have the wrong FOV in BF4, unless you actually play with 144 degrees If you want 120 degrees actual FOV, select Horizontal Deg. | Res. Base. and type in 120.
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Just finished a big update, you should be able to do this yourself now
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A new year... and a huge update! There will probably be a few bugs here, so the old calculator is still available for now. Please report any bugs you might find in this thread, and provide a screenshot if possible. Let's get the most obvious question answered first: Where is the Desktop calculator? Windows is now added as a "game" in the drop-down menu. So if you want to convert to or from your desktop sensitivity, simply select Windows and fill in the requires fields. When converting from a game to Windows, the calculator will tell you what DPI you need in Windows to match the game. You are free to change the WPS if needed. Note that this calculation relies on FOV, and does not work well with 3rd person view. And any ADS or scopes sensitivity may be wrong unless they have the right FOV. So this is before: And this is now: What is ratio? To some people this calculation probably makes no sense, but for other this may be important. This is the relationship between your physical mouse movement and the cursor/cross-hair movement on the monitor. Correct resolution and monitor size is required for this calculation, but it is not a factor in the sensitivity calculation. What is Distance3D and Distance2D? When selecting Distance as input method, the Multiplier 2 field will change to either Distance3D or Distance2D depending on the game you select. Distance3D - This is the distance needed to turn 360 degrees. Distance2D - This is the distance needed to move the cursor across the screen. What's new? Support for up to four variables; two sensitivity values, and two multipliers (thanks Rainbow Six...) Coefficient renamed multiplier Support for physical-to-monitor ratio calculations, requiring resolution and monitor size Support for desktop "2D" games like osu! Support for conversion from a game to desktop/Windows Discrepancies are now shown in percentage as well as distance. Any erroneous input should now produce a sensible output telling you what to enter where Very low calculations like 0.000091 are no longer shortened in scientific notations like -9.1E-5 Windows Pointer Speed (WPS) now has a visual indicator on what the actual setting in Windows looks like Icons added for all games When converting to Osu, you can choose what to keep when converting, distance or ratio All calculated numbers are now green, while the input numbers are blue Games added osu! Windows Games updated Tom Clancy's Rainbow Six Siege - Now support for all sensitivity variables Unreal Tournament 4 - Now have correct calculations when FOV is changed Known limitations Calculations with FOV multipliers are not working entirely correctly yet (like with ARK: Survival Evolved) Any osu! or Windows calculation with 3rd person or ADS/scoped view may be off due to wrong FOV Some error messages are not making sense
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Sorry for the late replies here! Never experienced this myself, what game is this happening in? I have a three monitor setup, and playing on the middle one. As I see it, there are a few possible drawbacks and one important point when using maximum DPI. 1. Sensor accuracy. Some sensors, like the G502's or similar, are excellent at maximum DPI. But some sensor might cause a lot of inaccuracies at max DPI, hence lowering it will make the sensitivity better. Reading up on tests etc or doing some testing yourself should reveal this. 2. Cursor sensitivity. A lot of games do not have a separate sensitivity for the cursor, so when using something like 12000 DPI, navigating menus etc is very difficult. 3. Game engine. Some game engines may have trouble interpreting higher DPI, mainly because it can cause higher report sizes. And the important point: At a certain point, the increase of DPI gives you no benefit. When I analyze games, I usually test them with the lowest sensitivity possible, and often I see that 1 count simply does nothing. The crosshair does not visually move at all. But this is extreme cases. There's a lot of factors to consider though, like the game, your distance/360, FOV and more. I'd say, If you don't have any problems with points 1, 2 and 3, go all out.