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KandiVan

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Everything posted by KandiVan

  1. If we eliminate extreme FOV's, have you come up with a "best" match? I'm doing all of the calculations for all of them, and im scaling my inches/360 anywhere from 22 inches -> 30 inches, which is quite a large difference imo. @ 4/11 400 DPI 67 vFOV (99.28 actual hFOV), i find my flicks are most accurate at around 25 inches, but I dont know if thats just muscle memory or an internal consistency with the viewspeed calculation.
  2. Oh boy, let the "which multiplier value should I use" argument begin. What should I use Drimzi LUL
  3. Proofread it like 4 times and stil managed to mess it up. Resultant cm/360 increases with increasing dpi with the equation that was on the first page. It has been rectified. IE: sensitivity gets lower as you increase DPI, opposite of what should happen. Its been rectified, anyone reading this dont worry about it LUL
  4. The current formula doesnt make sense to me. Because as you increase your DPI the resultant cm/360 you get from the formula increases. Thats the opposite of what should happen.
  5. You have to change it in game from the default before it will show in your useroptions.
  6. Yep, same thing.
  7. The only thing I could think of is drimzi has adjusted the formula for 4/11 instead of 6/11 like the first time. But even then, its still dropped off quite a bit, it actually feels ok if you use the normal DPI (actually quite good), but I just dont want to get used to it until we have confirmation.
  8. Tried the lower values yesterday, using 400 DPI in the calculation, felt pretty good but its a pretty large difference from the previous viewspeed calculation. Is this intended? What WPS is this calculation set for? Im using 4/11 WPS @ 400 dpi, did I do the calculation correct?
  9. These two formulas are giving me much higher sensitivities now, is this intended? Went from like 24 inches/360 to 16 inches/360 EDIT: They are much higher if i put 200 DPI to account for 4/11 windows mouse sensitivity @ 400 dpi vs 400 dpi @ 6/11 windows mouse sensitivity (as the original formula accounted for). If i leave it at 400 DPI then it is much lower IE: 34 inches/360 vs 25 inches/360
  10. Can you link me a wolfram of the new formula youve been working on? Ill give it a go. I didnt overly like the old viewspeed formula, i missed a lot of headshots with it.
  11. 7 God damnit dude why cant anything ever be simple, if im alternating between 82.86 actual hfov and 71.80 actual hfov which formula should i be using? Ive got a lan in like 3 weeks and i need to make a decision lol
  12. Can confirm there is a big difference in "feel" over the previous viewspeed equations. For me, the new viewspeed equation puts me about 4% faster, but the difference in flicks/tracking etc is insane. I always felt like there was something off about the previous viewspeed equation, felt like my progress was so slow for muscle memory, but now it feels like im moving at an exponential rate. This was right when i switched over: http://plays.tv/video/59590c9946f051b8ea/new-viewspeed-formula-seemsgood
  13. I always kind of thought it was just slightly off as well. This formula is for 6/11 WPS correct? So for 4/11 @ 400 dpi I just replace the default dpi (400) with 200?
  14. Its a lifelong battle dude. I've used pretty much every competitive mouse in circulation right now and I've settled on the G-Pro or G203.
  15. It takes time and a lot of practice like drimzi said. Im a pro h1 player matched to 4/11 windows sens at 400 dpi, im damn near the only one that plays on higher ADS sens. Everyone plays on low ADS because it makes it easier at long range to two tap, but i think the consistency that comes from viewspeed is gonna be worth it in the long run. I find doing smaller repetitive movements on your desktop, like crafting in runescape, help a lot with the ADS fine tuning on h1.
  16. yea 71 is the closest you'll get. 71 vFOV = 103.48 actual hFOV (what overwatch uses). Not perfect, but overwatch will feel more zoomed.
  17. I feel like the FOV is different in third person too, but I've talked to dev's about it and they claim the FOV doesnt change, rather the camera just pans back/forward depending on first and third person.
  18. How about Islands of Nyne? I could probably get you a key if needed.
  19. Dont understand it well enough to give you a full answer. But i know if you use BB you dont have to worry about myaw, but with stretched you do. To be brutally honest with you, 4:3 isnt viable on h1 unless you use 1440x1080. Vision is too shit otherwise.
  20. Any game will be similar in that respect. On the topic of h1, im matching from h1 to cs for aim training. Matching 70 vFov To HFOV is 86.07. When i input this fov into the calculator using cm/360 it gives a different sensitivity than 90 FOV. So CS sensitivity is affected by FOV? i should be using the corrected sensitivity from the calculator (with 86.07 fov) for perfect match if i use fov_cs_debug 86.07 every time i load into the map? Right?
  21. Not sure what you mean by the golden ratio.
  22. Yea I raised the third person question a few months ago, DPI wizard said he was working on something to account for it. I know the FOV doesnt change, but I think it gives the impression that it does. Would be cool if there was a way to account for the camera scaling that happens in third person.
  23. Im at 68 cm/360 right now. Seems to work well for h1 and is doable on quake, but my movement definitely suffers. Cant viewspeed match it on h1 for ADS however, just can't seem to do it. The game just requires so much fine tuned mouse movement in clutch scenarios that low ADS sensitivity just can't be beat in 90% of scenarios, especially at extreme range. When i do viewspeed match, i hit some of the nuttiest flicks, but i just can't seem to consistently two tap on it.
  24. Converting from in game to desktop is difficult. There are only very specific values you can have for windows pointer speed. Its generally better to just go from windows -> in game. Find the closest WPS value you can find and use that as your ingame value.
  25. Ill give this a try today. I think I've narrowed it down over time to somewhere around 1.60 @ 400 dpi, but I'd like to statistically test it to verify that I'm actually correct. Thanks for the response buddy!
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