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Vaccaria last won the day on August 19 2023
Vaccaria had the most liked content!
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Vaccaria reacted to a post in a topic: World of Tanks
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Rei_NAbtw reacted to a post in a topic: World of Tanks
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<> Added more methods. Now General Link. <> Download
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Rei_NAbtw reacted to a post in a topic: World of Tanks
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SparkyNado reacted to a post in a topic: Needing help with 2D {Osu/Desktop} conversion for ADS in games while still keeping the same hipfire
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{just for fun} You have to select each one to get the multiplier for ADS, Scope. 0% https://www.mouse-sensitivity.com/?share=024bd7bc27aeb249e960900c0cc6afb1 https://www.mouse-sensitivity.com/?share=2e3bfb3b671ba93a7b90c8b34e1eb18b MDV 100% https://www.mouse-sensitivity.com/?share=3c92684c4cc3e4f4665ce6acbadb08f3 https://www.mouse-sensitivity.com/?share=4638bc9712c2379b44f7b3c17e8a74be MDH 100% https://www.mouse-sensitivity.com/?share=bd7b42a2214dfc4d9262736875fa3f06 https://www.mouse-sensitivity.com/?share=eacbd7609a6faa880da57cbd2101ea27
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Recently found the actual FOV values in the game. I've been wanting to make the game calculate sensitivity using focal length for a long time. I present this mod, which will calculate sensitivity using the focal length formula, it will calculate from the Arcade multiplier. The mod is made so that it doesn't require an update, but anything can happen as the developers "WG & Lesta" can change something at some point. Download Installation Copy "FocalLengthSniperZoom_1.0.0.wotmod" file into "[WoT game directory]/mods/[version]/" directory Contributions Thanks to: Pruszko - code implementation in a separate file And this community. p.s. Everything I wrote in this thread before this post - should be taken as history, mine, some of the data is relevant, but why would others want it...?
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Rei_NAbtw reacted to a post in a topic: World of Tanks
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Vaccaria reacted to a post in a topic: Valorant (Windowed 4:3) Conversion to Fortnite,CS2,Apex and R6
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satellite4080 reacted to a post in a topic: Jedi's mouse trick
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These are not constants, these values will be different as they use centimeter in the formula. For example, these are the values I got in CoD:MW Jedi's Tick - Horizontal ≈ 107%MDV, 60%MDH; 107*(9/16)=60.1875%MDH Jedi's Tick - Vertical ≈ 68%MDV, 38%MDH; 68*(9/16)=38.25%MDH
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Vaccaria reacted to a post in a topic: Match Drawing tablet sensitivity to mouse (Wacom CTL-672)
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Match Drawing tablet sensitivity to mouse (Wacom CTL-672)
Vaccaria replied to stanmarsh44's topic in Technical Discussion
What I don't understand is when a person tries to point out in words something that only they are experiencing. I've done some tests of what you pointed out. I got a match. I also know the reasons for the CPI inconsistency on the mouse, i.e. lack of consistency. \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ 4.17*100=417 px The cursor started and ended the movement of the active are - That means the math works. \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ You want to know how many pixels you can get through at 216 mm. so: 216/25.4=8.50393700787*800=6803.1496063 px - We multiplied the distance by CPI, we got a value, let's understand it as px. Since CPI are counts, they can be tied to anything, in the case of a monitor, they are tied to resolution, i.e. px. >>> 6803.1496063/1920=3.54330708661 - We found how many can fit 1920 px on this area. -
Match Drawing tablet sensitivity to mouse (Wacom CTL-672)
Vaccaria replied to stanmarsh44's topic in Technical Discussion
Variables: 1) Active Area is the mouse pad - 216x135 mm. 2) Relative Mode is the same DPI, but in a different form - 800 DPI. 3) Screen Resolution - FHD: 1920x1080. 4) Field of view in the game - Overwatch, 103 Hdeg 16:9. 5) Game sensitivity multiplier - Overwatch, 6%. First we need to find out what kind of 800 DPI is in OTD. 1 inch = 2.54 cm = 25.4 mm. 800/25.4=31.496062992125985 X'Y sensitivity in OTD. If we want to have edge-to-edge desktop resolution in the active area, then: (1920/(216/25.4))/25.4=8.8888888888888 X in OTD or (1080/(135/25.4))/25.4=8 Y in OTD. If you don't use a different X'Y DPI, you need to have a single X'Y multiplier in OTD. You can use inches for calculation. The workings of the variables field of view, screen resolution, and sensitivity multiplier in the game, can be seen here. Sensitivity 1: Sensitivity 6% 360° Distance: 28.8636 centimeters Pixel ratio: 0.5278 pixels/count -
New method for calculating Vertical sensitivity
Vaccaria replied to randomguy7's topic in Feedback, suggestions and bugs
Yesterday I realized that the lock on X'Y is a coefficient of "1" between distance on 360 under any FOV. When we use the % scaling calculator, this lock always works, so we choose to scale either X or Y. We can currently use tools from the game itself, in the form of unlock the X'Y lock, or third party tools like rawaccel. In rawaccel there is a Y Range, it gives a different feel to changing Y, I have not seen this type of Y change in the game yet. Here we unlock the lock under hipfire, we did scaling, we have changed the Y coefficient, it became higher than "1". This coefficient above "1" will work over a 360 distance for ADS and Scope, even when we choose to scale for ADS, Scope either X or Y. What we need to do is to reduce the coefficient, make it lower than "1". And since the coefficient above "1" is the coefficient that will always be there, if set same scaling method for Hipfire, ADS, Scope, e.g. only X, then like when we lock to X'Y, it is the same, it means that it also keeps the scale as "1" for 360 distance, and this does not give a percentage match on the monitor, because the monitors have aspect ratios, e.g. 16:9. And with that in mind, vertical scaling looks like the best fit for the X'Y lock(Of course, I'm not writing about 0% here, since using a stretched res for any aspect ratio, will give a different sens multiplier for X'Y, 0% takes this into account, by setting the multiplier for Y in rawaccel, we will get a coefficient, it will the same for both the sens multipliers and the 360 distance coefficient between Hipfire, ADS, Scope). -
New method for calculating Vertical sensitivity
Vaccaria replied to randomguy7's topic in Feedback, suggestions and bugs
Apparently the person wants to get the Y string for rawaccel in the output for the game, when using split X'Y, since not all games have the ability to change Y. There are two options: 1) Use X'Y Ratio(in the image above, he indicated ) 2) Use Y Range (TheNoobPolice here explained how to do the other option) Only as you said it will only work for Hipfire, for ADS and Scope the vertical multiplier will be different. So 0% of 2D is most effective:) With him there is no reason to do that. -
Counter strike 2 resolution. (from 4:3 to 16:9)
Vaccaria replied to mshrum's topic in Technical Discussion
/// 1800 dpi sensitivity "0.568889" zoom_sensitivity_ratio_mouse "1.000000" (Zoomed: AUG, SG 553) zoom_sensitivity_ratio_mouse "1.000000" (Zoomed 1: AWP, SSG 08, G3SG1, SCAR-20) zoom_sensitivity_ratio_mouse "1.000000" (Zoomed 2: SSG 08, G3SG1, SCAR-20) zoom_sensitivity_ratio_mouse "1.000000" (Zoomed 2: AWP) or zoom_sensitivity_ratio_mouse "1.088317" (Zoomed: AUG, SG 553) zoom_sensitivity_ratio_mouse "1.096285" (Zoomed 1: AWP, SSG 08, G3SG1, SCAR-20) zoom_sensitivity_ratio_mouse "1.124343" (Zoomed 2: SSG 08, G3SG1, SCAR-20) zoom_sensitivity_ratio_mouse "1.127085" (Zoomed 2: AWP) /// 1600 dpi sensitivity "0.755628" zoom_sensitivity_ratio_mouse "1.088317" (Zoomed: AUG, SG 553) zoom_sensitivity_ratio_mouse "1.096286" (Zoomed 1: AWP, SSG 08, G3SG1, SCAR-20) zoom_sensitivity_ratio_mouse "1.124343" (Zoomed 2: SSG 08, G3SG1, SCAR-20) zoom_sensitivity_ratio_mouse "1.127085" (Zoomed 2: AWP) /// 1600 dpi sensitivity "0.853333" zoom_sensitivity_ratio_mouse "0.963707" (Zoomed: AUG, SG 553) zoom_sensitivity_ratio_mouse "0.970763" (Zoomed 1: AWP, SSG 08, G3SG1, SCAR-20) zoom_sensitivity_ratio_mouse "0.995608" (Zoomed 2: SSG 08, G3SG1, SCAR-20) zoom_sensitivity_ratio_mouse "0.998036" (Zoomed 2: AWP) or zoom_sensitivity_ratio_mouse "1.088317" (Zoomed: AUG, SG 553) zoom_sensitivity_ratio_mouse "1.096285" (Zoomed 1: AWP, SSG 08, G3SG1, SCAR-20) zoom_sensitivity_ratio_mouse "1.124343" (Zoomed 2: SSG 08, G3SG1, SCAR-20) zoom_sensitivity_ratio_mouse "1.127085" (Zoomed 2: AWP) /// 1355 dpi sensitivity "0.755628" zoom_sensitivity_ratio_mouse "1.088317" (Zoomed: AUG, SG 553) zoom_sensitivity_ratio_mouse "1.096286" (Zoomed 1: AWP, SSG 08, G3SG1, SCAR-20) zoom_sensitivity_ratio_mouse "1.124343" (Zoomed 2: SSG 08, G3SG1, SCAR-20) zoom_sensitivity_ratio_mouse "1.127085" (Zoomed 2: AWP) /// 1200 dpi sensitivity "0.853333" zoom_sensitivity_ratio_mouse "0.963707" (Zoomed: AUG, SG 553) zoom_sensitivity_ratio_mouse "0.970763" (Zoomed 1: AWP, SSG 08, G3SG1, SCAR-20) zoom_sensitivity_ratio_mouse "0.995608" (Zoomed 2: SSG 08, G3SG1, SCAR-20) zoom_sensitivity_ratio_mouse "0.998036" (Zoomed 2: AWP) or zoom_sensitivity_ratio_mouse "1.088317" (Zoomed: AUG, SG 553) zoom_sensitivity_ratio_mouse "1.096285" (Zoomed 1: AWP, SSG 08, G3SG1, SCAR-20) zoom_sensitivity_ratio_mouse "1.124343" (Zoomed 2: SSG 08, G3SG1, SCAR-20) zoom_sensitivity_ratio_mouse "1.127085" (Zoomed 2: AWP) /// I have no idea which option is right for you. You can't get rid of the slowness of character movement at 16.9. You can only change Pixel ratio(mp and dpi)(res). -
Counter strike 2 resolution. (from 4:3 to 16:9)
Vaccaria replied to mshrum's topic in Technical Discussion
Your settings sens? -
Conversion of sensitivity from 2D to 3D windows
Vaccaria replied to Vaccaria's topic in General Gaming Discussion
Osu vs McOsu and the impact on conversion from Hipfire to ADS, Scope. At the very beginning of the study, I used native osu. McOsu I used as 3D, with a native square osu. Since I used native osu, the area of note appearance has a square. By moving the pointer over the square area each time, I arrived at the method: MDH 60% from Hipfire to ADS, Scope. When I moved to McOsu to test the full screen format instead of the square, I continued to use MDH 60%. I didn't even have any doubt that MDH 60% was the most effective. Not long ago I came across questions, topics, discussions about 100%MDH, and it prompted me to double-check this method, because past experience is past experience, because as soon as you think, there is, found - you start to die. /// When I started running tests with MDH 100%, my confidence was shaken, I immediately realized what was wrong. Square is MDH 60%, but when fullscreen it is MDH 100%. From here we get the following data: 1) Native osu is 0-60%, maybe someone will have 100%, but according to my data 60% is most effective. 2) Fullscreen McOsu is 60-100%, yes, can use 60%, 90%, 98.434389% or any other value to address any shortcomings you may personally have. But for the sake of understanding, let's take 100% as a base. How to make full screen mode: Need 3 commands, I don't know how these values will display on other monitors, my values are as follows: osu_playfield_stretch_x 0.5 osu_playfield_border_bottom_percent 0.112 osu_playfield_border_top_percent 0.112 1) Manually enter one command each time you run McOsu. The key combination to open cmd is "Shift+F1" or 2) Enter these lines in the file "osu.cfg" in the path "*\SteamLibrary\steamapps\common\McOsu\cfg" /// The images show the value of the size of the circles(cs 0). The higher the cs, the more the area is narrowed. This is the mechanics of cs, there is no way around it. Therefore, at the usual values of 4-6 cs, the area will be narrowed. Comparison of area: Native area in osu(cs 0) Fullscreen(cs 0) What does cs 4 look like with fullscreen. Or Here are more fullscreen for specific cs values: cs 2 osu_playfield_stretch_x 0.471 osu_playfield_border_bottom_percent 0.097 osu_playfield_border_top_percent 0.097 cs 4 osu_playfield_stretch_x 0.446 osu_playfield_border_bottom_percent 0.081 osu_playfield_border_top_percent 0.081 cs 5 osu_playfield_stretch_x 0.432 osu_playfield_border_bottom_percent 0.073 osu_playfield_border_top_percent 0.073 cs 6 osu_playfield_stretch_x 0.418 osu_playfield_border_bottom_percent 0.064 osu_playfield_border_top_percent 0.063 I check the values in photoshop to make sure the lines are the same from the edges. /// Well, another confirmation that the same method shows different effectiveness when the environment changes. This means that you should choose methods by studying your own environment of training, playing games or whatever else you do with your PC:) Let's take The Finals game as an example, the calculator shows limit of MDV 100%, i.e. in the game cannot be set higher than this value. The environment limits by imposing restrictions. Playing native osu, you will be changed by the osu environment as there is no way to change the area. /// That's all for now. Tag solution On topic, this is: Click Click together with Click Click other posts additional information -
Conversion of sensitivity from 2D to 3D windows
Vaccaria replied to Vaccaria's topic in General Gaming Discussion
@Aim DASH 1) I don't play games. 2) If talking about OW, I use 103. If talking about WoT, I use 100. WoT was my main game, and OW has a feature set for testing. But I don't play games anymore:) 3) I will explain the impact through numbers in a calculator. If I start explaining about how FoV affects visual response, since the eyes are receptors, I might fail. And that's just the word FoV, but there are objects in the game, the distance of your eyes to the monitor screen, the size of the monitor screen, your ergonomics in your chair, your visual acuity, glasses with or without diopter and etc. etc. etc. First step: FoV affects the 360° Distance for hipfire(different multiplier) and the Pixel ratio: 103: 90: Second step: With different FoV for hipfire(different multiplier) there will be different multiplier values when scaling for ADS, Scope. And this will already affect the shooting. Yes, will adapt to it, there will be no difference for brain. But these methods affect the principle of shooting differently. 103: 90: There is no right or wrong here. You can try all of these, record the results, analyze the results and decide which FoV is the most effective for you. Another condition is that not all games have a high FoV, not all games can change FoV. So you don't need to fixate on specific values. I'm going to take it out of context a little bit and steal the words: /// If there are any more questions, ask. /// -
Conversion of sensitivity from 2D to 3D windows
Vaccaria replied to Vaccaria's topic in General Gaming Discussion
You are right. The new version really has all the features I need. But where I live, banks are disconnected from SWIFT. So I can't pay directly. Since I tried it and collected data that I tried to analyze afterwards, I understand what you wrote about. That's awesome. Data input has become very consecutive. Something like this was consistent with angle-snapping "6", but the quality is much different. Also with angle-snapping I felt the square on the monitor, which was able to show effectiveness in osu, only in osu(2D)... In 3D the square helped with stability, it helped with input consistency, but that's something I was able to notice right away as the process of comparing between A and B was underway. But when I compared Anisotropy and Angle-snapping, all my reasoning about why I feel that consistency (crosshair stability) at certain angles immediately became clear in the form of math. Thank you @TheNoobPolice -
Vaccaria reacted to a post in a topic: Conversion of sensitivity from 2D to 3D windows
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Conversion of sensitivity from 2D to 3D windows
Vaccaria replied to Vaccaria's topic in General Gaming Discussion
There was another function that came to my attention. "Angle snapping" Considering what I encountered and came to rotate the sensor, angle snapping gives a noticeable result in 3D along with sensor rotation. If remove the sensor rotation to 0(I have that, as 0 gives me a strong bias relative to -5), the value in angle snapping goes up. This means that the efficiency goes down. Hence. First of all, need to determine the sensor rotation angle (ex. 5, 0, -5, etc., etc.), and after all the long tests, should move to the angle snapping. By doing this, the value of the angle binding will be less, which will increase the efficiency. This may not be useful to some people, but for me, it's a useful feature. It can also be useful in 1-2-3 degrees, i.e. small values, as a kind of helper. I'm using 20k dpi, I need 508 dpi. That's why the "Sensitivity multiplier" is like this. Raw Accel - settings.json. 3D, vertical multiplier for OW "Sensitivity multiplier": 0.0254, "Y/X sensitivity ratio (vertical sens multiplier)": 1.42486085343, "L/R sensitivity ratio (left sens multiplier)": 1.0, "U/D sensitivity ratio (up sens multiplier)": 1.0, "Degrees of rotation": -5.0, "Degrees of angle snapping": 6.0, (search process) "Input Speed Cap": 0.0 2D, non 3D games "Sensitivity multiplier": 0.0254, "Y/X sensitivity ratio (vertical sens multiplier)": 1.0, "L/R sensitivity ratio (left sens multiplier)": 1.0, "U/D sensitivity ratio (up sens multiplier)": 1.0, "Degrees of rotation": -5.0, "Degrees of angle snapping": 6.0, (search process) "Input Speed Cap": 0.0 I have the sensor turned to -5, which is pretty significant. When I increase Y, it also gives less stability, but when I add an angle snapping - I'm getting stability. end