Jump to content

KandiVan

Members
  • Posts

    187
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by KandiVan

  1. My sleep schedule is still messed up from sweden and i need to sleep or else id give both a try right now. These are adequate 2D->3D conversions though correct? I convert from 4/11 windows 400 dpi at 1600x900 and have been using that basically since the start of the summer. so i should have a decent idea of what feels right, ill give them a go in the morning and report back. Thanks again for all your hard work fellas!
  2. :thinking:
  3. ^ For the record, this is the one that feels the best to me. Feels like I can consistently two tap and track with this formula, others feel too fast and I just bounce around the head.
  4. All i need is science to show me that its the best option. So youre saying that 2D -> 3D will more than likely never be perfect? Regardless, if V2 is the best option then ill stick with it.
  5. Latest iteration feels too fast to me. Anyone else?
  6. Feels a tad slow. I also noticed were completely eliminating the FOV scaling formula with this one? EDIT: Maybe not, let me test for a few more hours.
  7. So relative to the previous viewspeed v3 formula, is this faster or slower? The previous felt really good to me, potentially a tad bit fast. And can you post a new formula? I tried modifying the previous one but dont think I did it right.
  8. I think pubg feels fine because its third person FOV is static, when you switch from first to third person the actual size (scaling) of your environment doesnt change, or atleast it didnt use to when I played. Ironically I play h1z1 professionally and unfortunately it is third person. There are a few things im certain of when it comes to H1 third person, 1) there is a static distance your camera is panned back in h1 assuming nothing is obstructing you, ie backed against a wall, that value is 1.67 meters for hipfire and 1.1 meters for ADS (with the AR-15). 2) switching from first person to third person compresses the image on screen (everything gets smaller, increase in FOV). 3) the speed of the crosshair in first and third person feel completely different, it is much faster in third person and feels damn near identical to WPS speed when you viewspeed match (which is what you would expect from an FOV change). The way i visualize we figure out the problem is by comparing the monitor to a projection of a microscope. First person is the base height of the microscope, and you have your set config FOV. Third person is the equivalent of raising the height of the microscope a set distance, with that everything gets smaller and you see more on the projection (an increase in fov). There has to be a relationship somewhere where we can figure out the third person fov using the distance the camera pans back.
  9. I wish I could use viewspeed with third person, nothing ever feels right and its so frustrating. I feel like there has to be a way we can scale the FOV knowing the distance the camera pans back in game, but I just cant figure out the math. Regardless, Ill give the new formula a test in CS:GO when I get back from sweden.
  10. I feel like if we could get the distance the camera is panned back from character in third person + config FOV theres gotta be a way we could math it to get a half assed approximation for the "ideal" third person camera "fov", obviously it changes as you get closer to objects and stuff, but in the wide open it seems pretty static in most third person games.
  11. I did try 0% monitor match on ADS and it felt pretty fast, but controllable, if that makes sense. I imagine if i did 0% on hipfire as well it might make it feel less fast?
  12. I've been trying to figure out a way to account for this, I've tried half ass approximating higher FOV's and it does feel better, but theres no mathematical way for me to find the best possible FOV to choose. Its frustrating, because viewspeed feels so great in first person but I just cant find that feeling in third person. I feel like this should be the next problem everyone tries to solve like how viewspeed was
  13. Viewspeed V1 and V2 are slightly different formulas. They both work, but viewspeed V2 works better at extreme FOV's (low and high). Comes down to personal preference
  14. The issue is with vast differences in FOV from game to game on hipfire, try and convert using viewspeed from CS to PUBG with its third person FOV of 80 HFOV and tell me it feels similar, it completely throws off your movement. Most aiming is done while ADS'd anyway.
  15. At the same FOV, viewspeed and 360 distance give you essentially the same sensitivity, within margin of error. Use 360 regardless of FOV for hipfire, then use viewspeed for scopes.
  16. So the new one drimzi came up with a few months ago is on the alpha calculator and old formula is on base calculator correct?
  17. Nice work, also still noticing viewspeed value differences between Mouse-sensitivity.com calculator and https://www.mouse-sensitivity.com/alpha.html calculators. Which one is the correct one?
  18. My man, thanks!
  19. Recommendations on a HEX editor?
  20. Alright so, I made third person in CS:GO to resemble H1. So for anyone have difficulty with viewspeed on H1, this training method helps a lot. Anyway, made a half assed tutorial on it.
  21. Fov scalar from ads to hipfire? Or first to third person? Here is the entirety of our conversation. I could ask more questions if you have any that would help with solving the third person problem.
  22. It depends on if he tested with every weapon or not. It appears to deviate based on the weapon you ADS with.
  23. Im getting information right now from camera designers. It does sound like the fov might not be the issue, apparently there is a sensitivity scaler on ADS in h1 and that may be causing the issues. Distance from classic camera in hipfire is 1.67 meters, distance in ads is 1.1 meters.
  24. Alright, so I know we've gone over this and the overall consensus is that the FOV doesnt change. However, I purposely played in first person today on H1 to compare. My viewspeed calculated sensitivities feel correct in third person, but incorrect in third person. Something HAS to happen when you switch to third person. It may not change the config FOV, but that camera panning increases what you see, theres no disputing that. That "faux" FOV that you observe in third person is what we should be using when calculating viewspeed in third person games. So, if the only variable changing is the distance of the camera, surely there has to be an equation we can use to get that "faux" fov given the config FOV and the distance increase from first to third person. I'm going to ask the developers at Daybreak (H1Z1) to give me the value, or scalar, of the distance increase from first to third person, but I dont know what formula I would plug that into to get the new FOV. Any help would be appreciated. Thanks guys!
×
×
  • Create New...