randomguy7
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Everything posted by randomguy7
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the full release has a different sensitivity, it feels like
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soooo what I learned was that this game has pseudo tank controls... kinda making it a completely incompatable style of aiming with a mouse. You gotta make slow, quick PUSHES like the character pushes forward. I have decided to call this "Trudge Aiming".
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Name: HorizonMW (AKA M2R Rebirth) Website: https://github.com/HorizonMW/HorizonMW-Client Status: Open Source (Must Own Modern Warfare: Remastered on Steam) Release Date: 9/24 Availability: Mod
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yes. there is button latency and sensor delay. for 8000 hz polling rate, testing shows that 3200 hz shows the fastest response time- but after that it's diminishing returns. but YMMV.
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Name: DOOM + DOOM II (NIGHTDIVE REMASTER) Website: https://store.steampowered.com/app/2280/DOOM__DOOM_II/ Status: Free to current owners Release April 2024 Availability: For purchase/free upgrade (replaces the inferior unity port)
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coefficient and monitor are two different percentages. for 178% coefficient, it's 100% on the monitor distance- horizontal tab, but 178% of vertical is basically the same. Not all games use the coefficient system, so for those you won't see a percentage, but it will convert based on the 4 tabs at the top. for convenience as well as a small percentage difference, I suggest switching from 178% vertical (what cod uses) to 100% horizontal, which is a tad bit more accurate. But besides that, its fine. 100% horizontal is the same pixels-per-360 and usually changes a lot based on FOV. 0% is less fov dependent, so when using 100%, I suggest trying to match the fov to the other game if it feels off. But 100% is usually better for flicks, and 0% is usually better for tracking aim. Ultimately, you have a good starting point and I suggest improving it based on how it feels. I like to go to the call of duty firing range and play with it if I have an older game I like or a game that doesn't have a coefficient system, like Destiny 2 or Shatterline. then I'll alt tab back and forth and go by what feels better after trying it out for a few weeks.
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so to find your monitor's coefiicient, you need to divide its horizontal resolution in pixels by its vertical resolution. This will find you 100% of your horizontal distance match. For a perfectly square in the middle match, divide, say, 1080 by 1080 instead of 1920x1080. that will be a 100% coefficient. To find the center focal point instead, well- that's not a percentage. That's a 0% coefficient. Most engines are based on a time where fullscreen was the norm- so for that you divide 4:3 aspect ratio to get 133, which is the default for most games based on legacy code, like Battlefield and Call of Duty, who have standardized the measurement. You will notice that viewspeed vertical is the same as 133%. The reason of this is unknown to me, since they are different methods of calculation, but maybe someone else can say. Not even a single pixel is small enough to describe the infinitely sm all VANISHING POINT- the centermost point of the perspective of an image with depth, which was discovedered in the renaissance. Right in the center. A 0% coefficient means every degree you move is the same distance away from each other. I would describe this as "linear". 0% is better for muscle memory. "The concept of the vanishing point was first introduced by the Italian humanist polymath and architect Leon Battista Alberti in his treatise on perspective in art, "De pictura," written in 1435." DuckDuckGo's DuckAssist AI (LLM)
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as you hold the mouse, you will naturally hold it at an angle. look at this video to see how to fix it:
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hello, I feel like this game's sensitivity changed, and now the game feels much different than what it says it is
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Name: Twilight Town/Twilight Manor Website: Twilight Town: A Cyberpunk FPS on Steam (steampowered.com) Status: released Release Date: Sep 25, 2023 Availability: Purchase
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Noticed a bug with call of duty fovscale commands
randomguy7 replied to randomguy7's topic in Feedback, suggestions and bugs
so, from analyzing a screenshot with the kovaak's tool and by using sensitivity matcher, I found what I was looking for. -
So I was testing rather extreme fovs in the following games: Rim/t7x: [AlterWare] A fork of https://github.com/alterware/t7x - [Latest] Call of Duty: Black Ops 3 Client | Compatible With BOIII Client - t7x - Self Hosted Git Service (rimmyscorner.com) BO1, BO2, MW3, WaW redefined. - Plutonium Project AlterWare | Official Home of IW4-SP, IW4x, IW5-Mod, IW6-Mod and S1-Mod Releases · auroramod/h1-mod (github.com) and I was mostly playing something crazy, 120 fov with a fovscale of 2. I was playing mostly on black ops II, and had my dpi at 400 and sensitivity at 0.47 but I found that despite the crazy fov I actually really liked that sensitivity. I was wondering if I could perhaps translate that sensitivity to another game like quake where the fov is uncapped and I could perhaps convert that sensitivity to something else in, say, viewspeed vertical or 0% mm
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Name: Double Action Boogaloo Website: https://store.steampowered.com/app/317360/Double_Action_Boogaloo/ Status: Released Release date: Oct 23, 2014 Availability: freeware/standalone mod FYI there are 2 perspectives in this game: first and third person, you can toggle at any time by pressing "x" and I don't know if they have the same fov.
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Mapping All Monitor Distance %s Using Mouse Acceleration
randomguy7 replied to loserussy's topic in Technical Discussion
bro if you could make a calculator for this that'd be totally sweet, or at the very least show math- 2 replies
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- monitor distance
- monitor matching
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the problem is that presentmon, from what I gather, is a commandline utility that has to be run in terminal or powershell and spits everything to a text file or spreadsheet instead of being shown in real time.
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Name: Doom 64 EX Plus Website: Release DOOM64EX+ 3.6.5.9 Released! · atsb/Doom64EX-Plus · GitHub Status: Released Availability: Open Source/Source Port
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Averaging multiple zoom multipliers?
randomguy7 replied to randomguy7's topic in Feedback, suggestions and bugs
darn -
For games where there are multiple possible sensitvity multipliers, I'd wonder if an average could perhaps provide aid in places where multiple guns are used in the course of a game? It bothers me when I have to set a different zoom for each gun.
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the sensitivity has changed for the final release, now it only goes from 1 to 40
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Disable "dpi too high" message for advanced
randomguy7 replied to randomguy7's topic in Feedback, suggestions and bugs
do you guys not do that? I change my dpi and sens for every game to get the absolute most accurate calculation possible- windows sense be damned. I mean we have dpi switches for a reason. I honestly hadn't even considered it until now. I was thinking, hey, if I put it a little bit high, it gives me a helpful calculation, why don't we push that higher so, say, it will tell me the highest it can possibly go dpi-wise and just tell me that one and be done with it. Just calculate the maximum possible dpi I can possibly go for my calculation like it does if I'm maybe 800 over. "why doesn't it tell me if I'm 2000 over?" I thought. I had no idea it was this complicated. "It already does it if I'm close". I like saturating my dpi as much as possible to get full use of my 4000 hz polling rate. What I find most irritating is, it already gives me a ballpark, but I have to copy and paste the ballpark to "lower my dpi" to get the full decimal points when I can literally do that instantly if it just gives me the damn multiplier. It's a calculator, why should I have to do this extra step every time I wanna play a game? Yeah, sure, I'm neurodivergent, but why should my specific use case matter. It's just a quality of life feature. I'm honestly quite flustered right now and may not be in the right frame of mind to write this, so I'm sorry if my brain fog is making me sound rude- that isn't my intention. But I honestly had no idea it would be this difficult when it already does it within a certain dpi window: https://www.mouse-sensitivity.com/?share=3cfdf90f0675209634cc6bd5be214790 the "dpi for 0%" is by far my favorite feature. I just wish the dpi window was uncapped, is all. Sorry for the autistic rant. -
Disable "dpi too high" message for advanced
randomguy7 replied to randomguy7's topic in Feedback, suggestions and bugs
well yeah it already does the math when you're close to the dpi. but it doesn't do it when it isn't close. -
Disable "dpi too high" message for advanced
randomguy7 replied to randomguy7's topic in Feedback, suggestions and bugs
https://www.mouse-sensitivity.com/?share=f2af337ed9ef0a551b981dc24c707168 I'd prefer it if I could just enter the dpi and have it spit out the right value. The value here is 0.05630259375