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Mouse Sensitivity 7.0

Updated 08/31/2018


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

 



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