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Posts
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Community Answers
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DPI Wizard's post in Is there something wrong with the calculation about Minecraft(Bedrock)? was marked as the answer
You have to enter your actual resolution for Minecraft Bedrock Edition because it directly affects the sensitivity.
2 is listed as the minimum because the sensitivity below that scales completely wrong compared to the rest.
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DPI Wizard's post in Windows sensitivity to CoD or Fortnite was marked as the answer
Just for hipfire (and in some cases maybe ADS), but scopes should use one of the other conversion methods that are FOV based.
The conversion methods are explained here
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DPI Wizard's post in war thunder add option for sensitivity in zoom (sniper scope) was marked as the answer
This can't be added because when you zoom in to aim, the sensitivity has so much negative acceleration due to the turning speed limitation that calculating the sensitivity for it will not work.
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DPI Wizard's post in Stretched & Black Bars was marked as the answer
Yes, as long as you enter 1280x960 as the resolution.
No, the FOV calculation is based on the resolution you enter.
For black bars you should enter the native resolution of your monitor instead of the stretched resolution. I.e. enter 1920x1080 for CSGO as well.
Generally you do not need to touch it as the FOV Type is referring to how the game handles FOV, it is not related to your resolution or aspect ratio.
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DPI Wizard's post in Transfering FOV Between Games was marked as the answer
The Auto FOV function will match the closest possible FOV to the target within the limits of the game, be it rounding or FOV limits. So in this case, the closest you can possibly get to 100 in BattleBit for Xdefiant is the equivalent of 88.507155 vdeg (which is 120 hdeg 16:9 in Xdefiant, the max it supports).
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DPI Wizard's post in Mordhau: where did the Y axis go? was marked as the answer
A lot of games released in the 2017-2020 era had the unfortunate issue that they copied the Unreal Engine 4's default behaviour of making the Y axis 70% of the X axis (i.e. slower). Most of these games that have been somewhat regularly updated since has had this issue fixed so the Y and X axis are the same, and this is reflected in any game that has been re-analyzed since their release (as you can see by the "Updated" date).
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DPI Wizard's post in Question about Rainbow Six Siege was marked as the answer
If you want the same 360 distance, configure this in the conversion setup:
Just leave it.
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DPI Wizard's post in ADS Conversion method {Which should I switch too after playing cm/360 Conversion for so long} was marked as the answer
MDH and MDV is essentially the same, but you have to convert between them using the aspect ratio of the monitor. So for instance MDV 100% on 16:9 is the same as MDH 16/9=177.7778%.
The benefit of using MDV is that you usually want to keep your vertical sensitivity the same regardless of aspect ratio. Imagine a square box that covers the middle of your monitor, you want the sensitivity within this box to be the same. If your aspect ratio is wider, then there's just more to view, but the sensitivity within this box stays the same.
If you use horizontal, then going from 16:9 to 21:9 will drastically change your sensitivity, instead of just keeping the same sensitivity within the 16:9 portion of the 21:9 monitor.
The reasons for going above 100% is usually just to match your preference. If 100% is too slow, there's no reason you can't try 200%. It's correct that it's matching a point outside of your monitor, but it's still a valid and consistent conversion.
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DPI Wizard's post in Arsenal (Roblox) FOV was marked as the answer
Thanks for notifying me, I've updated this now.
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DPI Wizard's post in Account defaults to inches. was marked as the answer
The unit will default to inches if your browser language or site language selection (in the bottom) is set to "English (USA)". In all other cases it will default to cm.
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DPI Wizard's post in What happened to the true FOV calculator? was marked as the answer
Switch to default mode, it's hidden i simple mode because it confuses a lot of people
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DPI Wizard's post in Effects of Aspect Ratio on Sensitivity was marked as the answer
It depends on the game and which axis you measure the movement on.
Some keep a persistent horizontal FOV, some vertical FOV, some changes both, some keep the same 360 distance, others have the 360 distance either affected by the change in FOV or in some cases even the change in horizontal or vertical resolution.
There's a lot of different ways this can work, so using the calculator is the best way to see what actually happens.
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DPI Wizard's post in Star Wars Dark Forces (The Force Engine Source Port) FOV was marked as the answer
The FOV option is added now.
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DPI Wizard's post in BloodStrike add 3x 4x 6x sens please was marked as the answer
3x is added and FOV is updated for all the scopes.
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DPI Wizard's post in 1x Scopes and Iron Sights FOV in Rainbow Six Siege was marked as the answer
Yes, they are the same
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DPI Wizard's post in Aspect Ratio changes when Aim/Scope is changed was marked as the answer
Reload and try again now
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DPI Wizard's post in Pls halp - CS2 conversion to Warzone 3 was marked as the answer
The calculator can't guess your sensitivity settings, so obviously you have to enter it somewhere... And for the conversion to be correct, the closest matching conversion method has to be reverse-calculated.
This is correct yes, but if you set the coefficient to 1.33 instead the zoom sensitivity values will be closer to 1 and more consistent across all the different aims.
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DPI Wizard's post in The effects of 125 polling rate was marked as the answer
A lot of games, especially those based Unreal Engine 4/5, have smoothing enabled by default. And if you don't disable it, 125 Hz is in most cases the only accurate option. Using 1000 Hz results in extreme negative acceleration and terrible accuracy.
But in normal cases the accuracy should be exactly the same, but with a (theoretical) less smooth motion.
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DPI Wizard's post in Sensitivity Conversion Between Different Resolutions And Monitor Size In PUBG was marked as the answer
The one with the highest accuracy (the top one) is the best.
Correct, this way the accuracy is much higher.
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DPI Wizard's post in More fields click to copy was marked as the answer
Wasn't too much to update, so it's already done.
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DPI Wizard's post in FOV dropdown not selected value was marked as the answer
Sorry, my bad I was looking at the FOV Type in the game section, not the Auto FOV one. I found an issue there so it should be resolved now
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DPI Wizard's post in Riotfall Calculator update was marked as the answer
Riotfall is updated and scope sensitivity added.
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DPI Wizard's post in The Finals ads was marked as the answer
This is mentioned in the game info section.
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DPI Wizard's post in Averaging multiple zoom multipliers? was marked as the answer
It won't work, as the available zoom levels varies widely. Some games might have 2 low zoom ADS scopes and one 40x scope for instance, where the average will be completely useless.
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DPI Wizard's post in I just changed method and the distance changed? was marked as the answer
The text is a bit misleading. Monitor Distance Vertical is showing the vertical distance from top to bottom, while Viewspeed Vertical is showing left to right. It might be a bug that Viewspeed Vertical is showing the horizontal distance and not the vertical, I'll have to look into that.
Either, this does not affect the actual calculations as it is displayed just for information.