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KandiVan

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Everything posted by KandiVan

  1. Thank you very much sir
  2. Yea, like there has to be an FOV change here. Look at how much the environment changes from first person -> third person. http://plays.tv/video/59b1a7799a1e60014e/fov-change Nobody plays H1 in first person, everyone plays in third person. the FOV will change when you get close to walls and such inside buildings (decrease) as thats how the camera works, but I think just a third person FOV in the wide open with no constraints would be adequate.
  3. Are we 100% certain that vFOV for first and third person are the same? Im like 95% certain they're different. The feel isnt the same when viewspeed matched, I swear there is something we're missing. I will straight up pay someone 50 USD if they can figure this out for me. I think the scaling factor is around 1.09 (IE: 67 vFOV first person = 73.03 vFOV third person. but i need someone with a strong math background to actually calculate it for.
  4. Im curious. Im convinced that H1Z1 has different FOV's for first and third person. I sit there and I flick in first person and everything is perfect, then i switch to third person and I'm on sometimes and off others. More of the environment shows when you use third person, surely that means that the FOV has increased? So, for my own sanity, DPI Wizard, can you please explain to me how to calculate an FOV in game for myself?
  5. Third person PUBG has a really low FOV. Thats why it feels so slow. If you play first person and crank the FOV up it'll feel a lot better.
  6. Almost no one plays the game in first person. How much difference is first person and third person? The ADS FOV of static camera is much lower than the classic camera.
  7. Friendly reminder combat update is out on live servers now. Classic and static cameras have different FOV's as well as their ADS FOV's. Needs to be updated
  8. so are you using the previous vertical implementation? I always felt viewspeed was too fast on lower FOV's, and this new formula increases it even more. I thought the vertical formula was going to be perfect.
  9. Ouuu, excited to get home and try the vertical version. Sounds like you've figured it out drimzi, bravo!
  10. The formula is matching your windows pointer speed in 2D to your 3D sensitivities in game. You cant convert from in game right now unless Drimzi wants to redo the formula.
  11. Feels much better than old viewspeed calculator, at least at hipfire level. Headshot flicks are much more consistent with the new formula. Still cant justify switching my ADS to viewspeed because I feel that low ADS still trumps it in terms of consistency, as much as I wish I could. However, thats only because my main game is H1 and two tapping is so important (first shot is always a headshot, but maintaining that second shot consistency seems difficult for some god forsaken reason, most likely due to the extreme distances). For other FPS like CS/Battlefield/Quake etc I would 100% go full viewspeed. Regardless, use the new formula, its better than the old one.
  12. Just on test. It will be coming to live however. All i need is the ADS FOV at 67 VFOV in config or whatever the multiplier is to get the ADS FOV. Doesnt need to be integrated into calculator yet.
  13. Ok so FOV definitely changes on static camera. Its much more zoomed in. Any chance you could do a quick assessment wizard?
  14. By horizontal FOV, is Actual HFOV fine or do i need to use 4:3 hFOV?
  15. Way different ADS FOV's on test server now. Would you mind updating DPI Wizard? Actually, it appears to be dependent on the new cameras. Static and Dynamic appear to change FOV's, but classic maintains the old values as far as im aware.
  16. And thats whats in the initial post right now? Am I calculating multiple FOV's off of that or am i just doing hipfire and then matching at 100% MM?
  17. Hi I went to work in the boonies for two weeks, so diagonal is what were going with for now?
  18. This feels much better than any iteration of viewspeed we've had so far.
  19. Woops, must've reset without me noticing, definitely tried switching it. So this should be correct then, https://gyazo.com/65ea15f1d9a8d8d912a52f702a0cda90
  20. So like this then? https://gyazo.com/d24e796f295ef528b4f4c9942eadd176 https://gyazo.com/f8e0a353a5b1da82e230a9dc822952af
  21. https://gyazo.com/305bc8dba668770220cc2d9168c2076a https://gyazo.com/dbc865b2bde64f3fc0548ce2f361218e Anything wrong with what I've done there?
  22. Ok so I use (90 π d)/θ to convert from 2D->3D (hipfire) and then 100% monitor match that hipfire sensitivity to my ADS sensitivity?
  23. My hero :hearteyes: thanks buddy!
  24. Does anyone know how to make a bind to mimic ADSing with sensitivity changes and FOV changes in CS? Heres what I've got so far, but I cant seem to make the FOV change happen. bind "mouse2" "+sens" "+fov";alias "+sens" "sensitivity 0.715683";alias "-sens" "sensitivity 1.787112" ; alias +fov "fov_cs_debug 71.80";alias -fov "fov_cs_debug 82.86" I think the issue is I'm trying to bind two separate commands to single key. Does anyone know a way around it?
  25. H1's funky, it scales weirdly. But its correct as far as im aware, as you increase sensitivity the cm/360 it decreases isnt linear. IE: From 0.05 -> 0.06 its a decrease in cm/360 of 3.0243 inches, whereas from 0.06 -> 0.07 its a decrease in cm/360 of 2.706 inches. The amount it decreases the cm/360 for a set increase in sensitivity gets smaller and smaller as you increase the sensitivity.
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