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Vaccaria

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Everything posted by Vaccaria

  1. the topic is not relevant at this time
  2. Thank you for your hard work. You helped me finish my research, now I have found the perfect multipliers. My topic Now I did this: I took osu 1x converted to hipfire OW 90Fov at 292.66%. Got a low multiplier (that's what I'm aiming for), since a higher one doesn't fit the firing ranges of my fingers. Then I did the calculations for osu of OW multiplier 292.66% - 5.63. I got MDV 0% - 0.62 and MDV 100% - 0.68, then these multipliers translated into W|A and got centimeters (did by your calculations) got multipliers W - 42.09, A - 51.7 is all to 5.63 in OW. Next I decided to go smarter and made a transfer from W between 0% and 100%, got 4.80 and it was ideal for fingering, but sense of pointer speed in Windows 2D and 3D became different (not much), because 5.63 fits more to 2D 1x osu movement over most of the monitor, but I am shooting at small distances with fingers and wrist, and therefore shooting at medium and long distances will be better than 5.63. At 5.63 effective movement from target to target, but not shooting at the target itself.
  3. I don't know how windows scaling works for games, but the principle as you described, if we take 1920x1080 and we have 400dpi, if we put 720 and stretch it, 400dpi x2 get 800. If we don't stretch 720 in the game and play in the black bars, the 400 dpi will stay the same on the monitor, that is, there will be no increase. As for the multiplier in the game and dpi, the shooting is on a 2D monitor and the movement is on a sphere. There is a fixed distance of 360 and people write about it as "sens" in the game. Let's say we have 20 cm, and these 20 we will feel on a 2D monitor at different FoV 120 and 60 in WZ, at 60 sharp and at 120 inert. You can also measure the path in monitors and pixels: 360\120=3*1920=5760 total path in pixels 360\60=6*1920=11520 total path in pixels S=c(monitors); t=l; When the angle of view changes, the speed of the pointer changes, the path does not change, the path is a circle 360=20cm. When the viewing angle is 60, to cover the distance, you need to spend from edge to edge 6 monitors, but you need to match the path of 20cm on the mouse pad. At 120 it is already 3 monitors, and since the monitors are physically the same - one characteristic in length, in order to traverse a circle of 360 degrees around its axis, the cursor must move slower. Therefore, when setting FoV 120, there is a fisheye effect and the cursor becomes inert. If you set it to 60, the cursor will be very sharp, despite the fact that the character will move as if slowly, it will be difficult to aim. 120 the character will be fast, but the cursor will be inert (slow). This is all related to the multiplier "a", it starts to appear and affects the fact that the equality is fulfilled. Multiplier "a" depends on viewing angle, speed (speed depends on viewing angle, but in general they are complex) c,l are length units (cm, m, inches, pixels, etc.) C(the length of the circle in the game)=a(the product of some multiplier)*l(the length traveled by the mouse on the mouse pad). The a1 multiplier depends on the viewing angle(60), on the pointer movement speed, on the sensitivity in the game, not on dpi, sens. - is the speed of the pointer movement. The "c, l" of the path depends on dpi. The speed of movement depends on "sens. let's hypothetically imagine that the path of the mouse from edge to edge on the mouse pad equals one monitor. For the equality 6=a60*1(figuratively, these numbers(6;1;) are not values, they include a complex of numbers) and 3=a120*1 for this equality to hold, a60≠a120. That is, the multipliers "a" are not equal, that with different viewing angle, different dependence of "v" speed, different dependence of "sens." sensitivity, we can call them synonymous v=sensitivity, sensitivity=v.
  4. 1) PPI 2) size 3) scaling in windows changes the sensitivity, always when you start the game - should be 100%, when not playing - you can return to 125% 4) Mouse testing program. Mouse movement is physical X'Y movement, pointer movement is cursor movement. They should be strictly the same. https://drive.google.com/file/d/1DrAyu3fgnmuHlyAVvIH0lV0yA1Qi6EgB/view?usp=sharing 5) Enhance pointer precision - if enabled, it will also interfere and the program will show it. Also if needed, a file that cuts "enhance pointer precision" from the registry. Some games ignore the disabling (unchecking) and use from the registry. The file will remove the function completely and games can not use it in any way. Afterwards you have to reboot https://drive.google.com/file/d/1hSb5oYqu2FrnCe2YH_NuQVXiKjaVCNd8/view?usp=sharing
  5. Everything is created based on your current data, such as: how tall you are, how tall your desk is, whether your chair can shift vertically, etc. All this creates your customization, because in different body positions, different possibilities, but if you start to study ergonomics, you will understand how important it is to sit "right", then already you can adjust the multipliers to your condition, as your hand will move in certain ranges, and here already the size of your mousepad will influence - all this can be adjusted and adjusted... There is no magic pill.
  6. "Truly what is the best sensitivity for each individual and what is the way to find it??"- Does that ever happen in our lives? Try to understand: there is no sensitivity that suits you and only you, just as there is no setting that suits you and only you. Sensitivity and settings are not out there waiting for you to find them. And now I'll use my own example to describe why I wrote it that way. Everyone likes to ask questions and read the answers, based on the experience of another (this is exactly what you asked) Here you are on the path as other gamers to find sensitivity, who has not been on it, even me. You want to find one, and only for you, so you don't have to spend time on training and searching (no need to search for anything, take any settings and train, provided that your monitor, system unit and peripherals are not very different in characteristics, otherwise there may be problems "just for you", because of these settings: "No point in 120Hfov on a square monitor", hint get it) I've been testing a lot of different settings (fov, sens, etc.) and here I realized what difference it makes what settings if the result is directly tied to training. Settings of everything under you are called - I have a habit, which has developed over many years(muscle memory) and I want to get closer to the habit, so there are different settings for this, but when you are "0" settings will not give anything 0*100=0. If you have a fixed distance of a centimeter (how much is it) it does not say anything, because in the game there is still FOV, you'll always look in the center (where the sight) and occasionally look at the monitor away from the sight (left-up, right-up, etc.) You will always feel sens on 2D, and play in 3D. What is it? If you play a game where there is a recoil pattern in the weapon, you won't control it with 180/90 degree turns, will you? You will control it in a 2D monitor because you have a monitor in front of you and it's flat. All the talk about sensitivity conversion refers to 2D. People are discussing their habits. I was testing any centimeter at 360, eventually I got written about acceleration and went to study acceleration and for months now all I needed was acceleration, it is able to close any need and craving for SENS changes(Everyone likes to change the multiplier in games(no sense but they do it) All you need to do is not seek approval from other people. You have your own head on your shoulders, and it is able to examine everything around you and create the necessary conditions for you in the game.
  7. WSP is the sensitivity setting in windows, if you have CPI (DPI) in the mouse set, say 1600, but in windows you want 800, then you need to set 4/11. . Enhance pointer precision is an acceleration, this is what the curve looks like. L4D4 does not have raw input, so it is based on WSP.
  8. Also support theme with acceleration. Starting to study this topic, I realized one truth. People who play little should use acceleration. Muscle memory in the communication of the players does not make sense. The very structure of acceleration is inherent in the work of the muscles, it is enough to adjust the curve to feel the continuation of your hand in the game. Only many hours of practice will produce a result comparable to your expectations in a fixed sensitivity, acceleration changes the rules. Acceleration teaches you to relax and tighten muscles for smooth and sharp movements, people think that they are training sensitivity in the game, but in fact neuromuscular connection. Also, after several months of using the acceleration, you can easily return to the fixed sensitivity and continue playing with a good result. What kind of miracle is this? and here is the neuromuscular connection, which is formed for a long time and does not stop. Here is the formula why the sensation of speed at 60 and 120 HFoV is different, but the path at 360 remains the same.
  9. After this, quite excellent mouse
  10. As far as I know, this graph shows the acceleration curve "Enhance pointer precision"
  11. From myself, I can offer a lecture on "Mouse sensitivity and its dependence on FOV in games" Lecture in russian language, watch with subtitles. It also contains the answer to your question.
  12. After setting multipliers in games, I advise you to try RawAccel. My settings for example Raw Accel: 1600 CPI, 1000Hz. Sens MP: 0.375 - 1.5(600 - 2400 CPI) I have no way to test the work 0 MDV/MDH, 100 MDV/MDH with acceleration, so if ViewSpeed does not work, you can try 0-100 MDV or MDH. Acceleration changes the rule of the game.
  13. The calculator works on the principle: enter the data you want - you will get the result. Using different transformation methods is the same data for calculations. I also shared my findings, after several years of experimentation, check it out.
  14. https://steamcommunity.com/app/607260/discussions/0/4403925145435372652/#c4403925145436096643
  15. Two commands work. The rest of the games are different. Conversion MDV, MDH 0 or 100% speaks only of the method. Sensitivity at 360 degrees will always be different in ADS, Scope, etc. This does not mean that you will hit, show good aiming, without aiming training you will not be able to do anything. Even if you Conversion MDV 100% sensitivity. You can just use this command "input.sensitivity 0.2137682"
  16. I don't understand what exactly you want. Also according to the words it is difficult to understand the problem.
  17. You have a different FoV in games, if you use 90. Use the one I indicated, then the multiplier values and the sense of speed will be accurate.
  18. @Nick You don't need to change anything else. Because rust uses MDV 100% by default. bind mouse1 "+attack2;+input.sensitivity 0.2137682;input.sensitivity 0.2137682;" Corrected the file: But I think it won't be useful anymore. rust sens doc.txt
  19. All calculations are correct, rust uses 100% MDV.
  20. My calculations were from a method I created, so they differ in their own way. The numbers in brackets are a multiplier in the overwatch game, through this multiplier I checked the values in rust. I just looked, the numbers are really the same, it should not be so.
  21. Your settings are too strange, a large diagonal for a small resolution, a high dpi for a small resolution - but a large diagonal. I will of course do it for you, but your settings are not effective for such games. 1) MDH 100% https://www.mouse-sensitivity.com/?share=837359de6781552b7474e47efba6cabf 2) MDV 100% https://www.mouse-sensitivity.com/?share=be5fb6eb98ae48fa401d2e9b567ccd55 Two options, one horizontal and the other vertical, Rust uses vertical. But try both and compare the speed. And yes, I will repeat myself. When you write the "same sensitivity", it means that there will always be one 360 degree value on any FoV, which is not correct. There is Sensitivity for 2D(FoV) - your monitor, what you see, but there is still a 360 degree rotation. Using 10 cm for the x8, x16 scope will give an unforgettable feeling with words, Huh? where am i. Enter the command in the console: bind mouse1 "+attack2;+input.sensitivity <hip-fire sensitivity>;input.sensitivity <ADS sensitivity>;" Each time you change weapons with different FoVs, you need to rewrite the command, so the text file contains commands for all types of FoVs to quickly copy and get into the console.
  22. My calculations are made for me and for my purposes. They won't work for you. I've painted everything, first you need to figure out how the calculator works, and then do the calculations. If you want to be done for you, give the data that you need.
  23. The game has different FoVs for weapons and you need to write a line to the console every time. This is how i did before it showed up in the calculator. The game calculates the sensitivity from FoV. Therefore, the same value in the console will differ in centimeters by 360 at different FoV.
  24. You have 360 degrees, along which the rotation takes place, in the game you display for example 120, in order to unfold 360 you will need your 3 monitors. at 90 it is 4. Multiply 1920 (1920 x 1080 resolution) by 3 to get the total number of pixels. This is the perception of speed that changes through FoV, but centimeters do not change in any way. According to this principle of calculation, you can understand how the speed of perception of your eye on movements in the game changes, you want to turn 90/180 degree, if you trained these movements and you have the same centimeter in 360, then you will feel a sharp turn with a lower FoV (for example 90). With a larger FoV (for example 120), the movements will be inert, not as sharp. With a larger field of view, it is easier to aim with your shoulder, forearm. With less - the wrist. Since the monitor is still 2D, although the game has a 3D display, you aim with your eyes in 2D. Therefore, people choose other methods with different fields of view in order not to lose the speed of perception. Explained as oak as possible, but you must understand. more detailed information in russian, there are subtitles for translation
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