Key Changes
Games updated
- Ghost Recon Wildlands - Adjusted sensitivity and FOV formulas to be 100% perfect
- Call of Duty: Black Ops III - Changed FOV Type to multiplier, improved FOV formula and added support for reverse-calculations
- Insurgency: Sandstorm - Added support for new FOV features and updated calculations
FOV improvements
- Selecting a special option that have a different FOV type now correctly changes the FOV type and default FOV
- Improved FOV multiplier support, the FOV for all games that use multiplier can now be reverse-calculated
- Fixed a bug when changing FOV type the first time after selecting a new game sometimes resulting in the FOV value from the previous game being used
Conversion methods
- Viewspeed (v1) renamed Viewspeed - Horizontal
- Viewspeed (v2) renamed Viewspeed - Vertical
- Monitor Distance renamed Monitor Distance - Horizontal
- Added new conversion method: Monitor Distance - Vertical. This method works exactly like the old Monitor Distance, but is matching the vertical FOV rather than the horizontal. Directly comparable to the USA setting in BF1/BF4 and the Relative ADS Coefficient in the Black Ops 4 config file
- These renames are done to better indicated which axis the method is using
- Horizontal matches will change if the horizontal FOV changes, typically when changing aspect ratio
- Vertical matches will stay the same when changing aspect ratio unless the vertical FOV changes
- Monitor Distance 0% is now true 0% for all calculations. It used to be 0.000001 to avoid issues with zero. The difference is neglectable, most calculations will be exactly the same
Improved error checking
- Min/max DPI and distance suggestions now works in all cases, even for hexadecimal values
- If the calculation result in a sensitivity too high or too low the error message will now show you the invalid sensitivity
Discrepancy calculations
- 360 Distance use the 360 distance (duh)
- Monitor Distance use the distance you have to move your mouse to rotate the entered percentage
- Both Viewspeed use a base length which is the value the calculations are based on
General
- Games with hexadecimal sensitivity values now show you the decimal value in parentheses so it's easier to relate to
- DPI calculations are now rounded up or down to nearest 10 instead of 50
- You can now change the monitor size for both games, but this will currently only be used to calculate cross hair movement distance. Scaling sensitivity to monitor size is planned
- A lot of minor improvements to avoid rounding errors etc