KandiVan
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Everything posted by KandiVan
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PUBG: BATTLEGROUNDS (PlayerUnknown's Battlegrounds)
KandiVan replied to DPI Wizard's topic in Supported Games
Alright so personal opinion here, but heres what im running. Match cm/360 for hipfire/targeting/scoping (as the FOV difference for these three are relatively small). Match viewspeed for 4x/8x/15x as the FOV difference is much larger. On a theorizing note, I'm starting to think that it might be better to match cm/360 for any VFOV differences less than or equal to 10 degrees VFOV (very soft threshold, could be higher), I feel like the muscle memory from the actual cm/360 in game has more merit for flicks than we're giving it. When i get the free time, I'm going to try and do more statistical testing of this on quake live and will let you guys know. -
PUBG: BATTLEGROUNDS (PlayerUnknown's Battlegrounds)
KandiVan replied to DPI Wizard's topic in Supported Games
could you do the math for the FOV's for this fix DPIWizard? https://steamcommunity.com/sharedfiles/filedetails/?id=891838252 -
PUBG: BATTLEGROUNDS (PlayerUnknown's Battlegrounds)
KandiVan replied to DPI Wizard's topic in Supported Games
its because the FOV is so low on battlegrounds, i dont really think there is another way around it. -
PUBG: BATTLEGROUNDS (PlayerUnknown's Battlegrounds)
KandiVan replied to DPI Wizard's topic in Supported Games
ahh fair enough, i cant seem to find the config file either. edit: nvm, just figured it out. Just searched my PC for the file name. -
PUBG: BATTLEGROUNDS (PlayerUnknown's Battlegrounds)
KandiVan replied to DPI Wizard's topic in Supported Games
Holding right click gives you third person ADS. Tapping right click gives you first person ADS -
Need slightly more clarification on monitor distance matching
KandiVan replied to Kilroy's topic in Technical Discussion
fyi you cant convert using viewspeed from windows, it defaults to only allowing you to use monitor distance -
So if i play on 1920x1080, i still use fov_cs_debug "82.86"? Because for some reason fov_cs_debug 99.28 feels a million times better while flicking. Likewise, what fov do i use for the viewspeed calculations? 99.28?
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Was talking with one of the dev's on the game. His responses have me thinking I'm looking at this problem all wrong. Essentially what i want is to be able to convert viewspeed of 4/11 400 DPI windows mouse movement to h1 and counter strike and to be able to have the same FOV in CS as i have in h1. I just want to practice my flicks on CS and transition over to h1 with as little inconsistencies as possible. I currently have 67 FOV in h1 and fov_cs_debug "99.28" set in CS. Am i incorrect in setting those? Edit: cant seem to post the photos, so heres the link to the imgur http://imgur.com/a/rrUoI
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Anyway you could spitball me a rough approximation for 3rd person FOV with a VFOV of 67 in first person?
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Ive somewhat figured out how to do this, but its still off because i think my initial calculation is incorrect. Rather, it assumes that the third person FOV is 67, which i dont think it is ( i believe 67 is the first person FOV) (HFOV = 99.28). I then utilized that HFOV as the basis for my FOV calculations, the resulting viewspeeds(Hipfire/ADS on h1) feel a lot smoother for me and im railing 2 taps. However, i still think my calculations are slightly off. Does anyone know how to find the FOV of a game manually?
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So while doing calculations for viewspeed, I started wondering if I'm doing them incorrectly because H1Z1 is primarily played in third person. I have to imagine that when doing calculations on the calculator on the site that it utilizes the first person FOV correct? So, if this is true, then this entire time i've been doing the calculations for first person. So my question to you guys is, how do I figure out what the third person FOV is? For reference, I use 67 vertical FOV in game.
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Alright so this is a problem I've been having in H1. The game has relatively small hitboxes, especially around the head. I've tried monitor matching and viewspeed matching my hipfire and ADS sensitivities and I feel like I can't trace while ADS'd accurately enough (the ADS sensitivity feels too high). I've found the only way I can continually two tap is by flicking with my hipfire sens ( 50.87055 cm/360) to the head and then ADS and tracing small movement with incredibly low sensitivity (121.3276 cm/360). While it works, I find the issue I have is that the ADS sensitivity kills my hipfire muscle memory (IE: flicks feel off with shotgun etc). So my question to you all is this, is their a magic (LUL) ratio between my two sensitivities that will give me the best of both worlds, that is, to be able to trace incredibly small movements while leaving my muscle memory intact? I realize this might be a ridiculous question, I'm just curious if there is something im missing, thanks in advance guys.
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Need slightly more clarification on monitor distance matching
KandiVan replied to Kilroy's topic in Technical Discussion
So the result of this calculation is used as the new "edge to edge" distance in the previous calculation that dnamite has been using? FYI: i made a spreadsheet for this calculation on excel if anyone wants it before dpi wizard gets it up and running on the site. -
Need slightly more clarification on monitor distance matching
KandiVan replied to Kilroy's topic in Technical Discussion
also curious on how to do it from FOV to FOV, IE from hipfire -> ADS FOV -
The intent isnt to "become a better quake player" its to emulate H1 settings to become a better H1 player.
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I've matched the FOV's in h1z1 and quake. H1Z1 FOV = 65 Quake FOVs: cg_fov 80.69; cg_zoomFOV 69.91 Thus, cm/360 and all monitor distance values result in the same sensitivity value in H1.
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Hi, This is a rather in depth question but I'm trying to figure it out. Essentially I'm attempting to match my h1z1 hipfire and ADS cm/360 to my quake live hipfire and ADS sensitivities. I want them to all be the same cm/360. My goal here is to utilize quake to train for h1z1. The real issue i'm having is figuring out how to make the quake ADS match. If i utilize the commands "set sensitivity 1.35" and "cg_zoomsensitivity 1.35" will they be the same cm/360 while zoomed and not zoomed?
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Counter-Strike 2 (prev. Counter Strike: Global Offensive)
KandiVan replied to DPI Wizard's topic in Supported Games
Hello DPI Wizard, I play h1z1 competitively and the game itself lacks a training mode. Thus, I convert my sensitivity from CS:GO and train on the bot maps in CS. So my question to you is how can I make them as perfectly transferable as possible? As it stands, I've converted my sensitivities from CS to h1 (both default and aiming on h1) using the exact same actual FOV's (i train using the following cs command: sv_competitive_minspec "0"; weapon_recoil_view_punch_extra "0"; fov_cs_debug "69.91"; viewmodel_fov "68";). Is there anything inherently different between first and third person if the actual FOV is the same? (IE: CS is first person and h1 is third person). Is there anything else I should be doing that is glaringly obvious? Thanks in advance.