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Grumple871
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Grumple871 reacted to a post in a topic: Am I Using the Calulator Correctly?
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Am I Using the Calulator Correctly?
Grumple871 replied to Grumple871's topic in Technical Discussion
Thank you for clearing that up ! -
Am I Using the Calulator Correctly?
Grumple871 replied to Grumple871's topic in Technical Discussion
Thank you! Please update when you find out more! I really appreciate your help ! -
Am I Using the Calulator Correctly?
Grumple871 replied to Grumple871's topic in Technical Discussion
The instructions on the calculator have those inputs reverse from what you're suggesting, and it recommends typing the zoomfov in the FOV field, and regular FOV in the Sensitivity 2 field, am I messing up, somewhere? -
Am I Using the Calulator Correctly?
Grumple871 replied to Grumple871's topic in Technical Discussion
That's cool, and something I hadn't considered! Thank you :). I suppose now the question is: Is that necessary when using Viewspeed? I only ask because some games have rigid FoVs (Like CS:GO), and it might be a lot of work to unify sensitivities around a handful of games that don't allow you to easily alter their FoVs (Without sv_cheats, for example). And is there anything special I should be paying attention to when it comes to Zoom? -
I have Overwatch FoV configured to 100 in game, and Quake Live FoV also configured to 100 in game. I'm using Viewspeed V2. Where I'm currently confused is: Do I want to type 100 for FoV in the calculator for Quake Live, or do I want to lower the in-game FoV until I have an "Actual HFoV" of 100 to match the 100 FoV that Overwatch is using? Is the goal to try to unify the in-game FoV with the "actual FoV", or does Viewspeed render this point moot? Here as an image of what I have been doing, I don't know if it's "correct", though, given the FoV discrepancies...
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So, it would seem to be that the most sound approach would be to match FoVs in games which allow you to modify it, and use viewspeed in games that don't? For instance, in Overwatch, I have FoV configured to 100. In Quake live, to achieve an "Actual HFov" of 100, I would type 83.58 in the calculator. So in Quake Live, I would use the developer console and input a FoV of 83.58. Viewspeed isn't really necessary for finding sensitivity calculations if the "actualHFoV" for QL and the FoV for Overwatch are identical. 360 Distance can be used dependably in this situation. In a game like CS:GO, where the FoV cannot be adjusted, or a game like Killing Floor 2, where the FoV is hidden from the user, I would have to depend on the viewspeed calculations. Is that correct? Am I over-complicating this? I feel like this is beginning to make sense, but I could always be mistaken!
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Grumple871 reacted to a post in a topic: Viewspeed and 360° Distance Suggest Different Sensitivities Despite Same FOV. Why?
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Just seeking clarification, when you say consistency, what explicitly are you referring to? Just the consistency of FoV numbers? I am looking for muscle memory consistency, for tracking and flicking, and how those are visually represented in a given game, personally. Is this what you're referring to? Also, for my curiosity, why would varying FoVs not affect muscle memory and smaller flicks across different games, while simultaneously affecting 180 degree flicks? There seems to be some dissonance in my understanding there. How could rotation be affected on a 180 degree turn, and not affected on a smaller turn, such as a flick? I have a lot of small questions like this, and if you would prefer I PM you for the sake of avoiding forum clutter, I can do that. I feel it's valuable information personally, and would like your excellent explanations to be view-able to other newbies like me
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Grumple871 reacted to a post in a topic: Viewspeed and 360° Distance Suggest Different Sensitivities Despite Same FOV. Why?
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Grumple871 reacted to a post in a topic: Viewspeed and 360° Distance Suggest Different Sensitivities Despite Same FOV. Why?
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Grumple871 reacted to a post in a topic: Viewspeed and 360° Distance Suggest Different Sensitivities Despite Same FOV. Why?
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Thank you again for your reply! You are really enabling me to understand this more on a conceptual level! So if you're using the viewspeed method, does the 100 FoV in Overwatch vs 115 FoV in Quake Live really matter for the purposes of aiming, flicking, etc.? Or should I really be trying to run Quake Live at ~84FoV to have an "Actual HFoV" of ~100 to match Overwatch? I'm trying to unify several games and train muscle memory, etc. This site and calculator are fantastic, it's just a lot to take in :). Thank you again for your excellent assistance!
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Thank you for your response! That helps to clarify some things on a level I can digest! I am confused about something else now, however. I notice how the calculator says that Quake Live is using 115 "actual" HFoV, however, in the FoV field on the calculator I had typed 100. Should I lower the number in the FoV field to lower that "actual HFOV" to 100 to match Overwatch?
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Hey all, I have been trying to wrap my head around viewspeed, and am having trouble understanding something. I have looked through a lot of the informational threads regarding viewspeed posted here, but I'm having trouble making sense of it all. I am wondering; When I input my information for Overwatch to use as my base, then convert the sensitivity to, say, Quake Live, why does the distance for a 360 change when selecting Viewspeed or 360° Distance? Why is the resulting sensitivity when Viewspeed is selected higher than when 360° Distance is selected when both games are running at 100 FOV and the same monitor resolution / mouse DPi? 360° Distance Viewspeed I would really like to try to understand why this is happening. As it is now, I much prefer how 360° Distance feels. Why is viewspeed recommended when the sensitivity it provides feels faster/higher than the sensitivity 360° Distance provides for two games both running at 100 FOV at 1080p? Thanks all
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DPI Wizard, Thank you for your speedy response! I am going through the calculator and trying to reproduce the numbers you've provided, but am finding different results. Also, thus far, I have only been calculating with 360/distance selected (as it is selected by default), would you suggest I only use viewspeed? I notice that the 360 Distance when viewspeed is selected seems larger in CS:GO than the 7.4212 inches that Overwatch is using. Why is this? Sorry to be a bother, I'm trying to wrap my head around this stuff! I really appreciate your reply! I should also clarify, Overwatch is the basis for the sensitivity and zoom sensitivity in other games
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Hey all! First, this site is great! I'm glad that someone turned me on to it. It has been EXTREMELY useful for unifying my sensitivities across games (I was using blue painters tape before). Where I currently seem to be running into trouble is in the ZOOMED sensitivity department. I am currently accustomed to my Overwatch sensitivity and zoom sensitivity, but am having trouble translating that to a game like Quake Live, where there is also a ZoomFOV option, and CS:GO, where there is NO ZoomFOV option, but instead there are different FOVs depending on weapon and zoom steps for that weapon. I've read that Overwatch uses a Zoomed FOV of 50 if using a standard FOV of 100, or pretty much half of whatever your current FOV setting in Overwatch is. So I assume that the ZoomFOV option in Quake Live should reflect that halving when adjusting the Zoom Sensitivity option. I found a calculator for translating the zoom sensitivities between CS:GO and Overwatch ( https://jscalc.io/calc/djyxBymfcWCIgD4f ), but don't know how the zoomed fov for different weapons and steps affects this. It's just all so overwhelming to me at present, and I'm currently lacking in the mathematical ability to reconcile all this... The short version: I want my Quake Live, CS:GO, and Overwatch zoomed sensitivities to be as unified as possible. Can someone please help if they can find the time? DPI: 3500 All games running at 1920x1080 / 1080p Overwatch Sensitivity: 2.10 Relative Zoom in Overwatch: Default/30 (the base for the following adjustments) FOV in Overwatch: 100 Quake Sensitivity: 0.63 Quake FOV: 100 Quake Zoomed Sensitivity:??? Quake ZoomedFoV:??? CS:GO Sensitivity: 0.63 CS:GO FOV: 90, or 106, have heard different things. CS:GO Zoomed Sensitivity:????? Bonus problem: Killing Floor 2 zoom sensitivity. If anyone is inclined to help, I would love a step by step of the process so I can learn more about this. Thanks all!