Jump to content

potato psoas

Premium Members
  • Content Count

    576
  • Joined

  • Last visited

  • Days Won

    22

potato psoas last won the day on March 1

potato psoas had the most liked content!

About potato psoas

  • Rank
    Advanced Member

Profile Information

  • Gender
    Male
  • Location
    Australia

Recent Profile Visitors

2,037 profile views
  1. Nah don't worry, anything that has to do with games you can talk about on this website, and your FOV definitely has an impact on your sensitivity settings so you're definitely on topic. In terms of playing stretched, the only reason to do it is to increase player size to make targets easier to acquire because they are bigger. This is useful in games where you can't change your FOV, like in CS:GO. If you can change your FOV then don't stretch, just use a lower FOV. However, in saying this, I would not recommend stretching because it looks stupid, and if the game doesn't have a vertical sensitivity setting it will cause your sensitivity to no longer be 1:1, thus confusing your muscle memory. By stretching, the horizontal sensitivity will feel much faster than the vertical sensitivity. This is because usually the game only has one sensitivity value, which determines the sensitivity of both axes. But Fortnite, for example, is different as it does have a vertical sensitivity setting, so you could lower the horizontal sensitivity to match the vertical sensitivity in these types of games. But even if the targets are bigger, that doesn't necessarily mean you will be more accurate. If anything, if you find you get an advantage from stretching then that may mean your sensitivity is too high and you should lower it. An adequate sensitivity will allow you to acquire targets of any size. It may also depend on your grip style as different styles of holding the mouse affect how much control and flexibility you have with your aim. Now I guess your question is: high FOV while stretched? ...Which is interesting. I guess it depends on the game, but if having a higher vertical FOV helps make guns and movement more stable then I can see the advantage. That doesn't have much to do with the lack of accuracy but more ease of recoil management. It's a pretty smart idea. I'd like to know what games you think it would help in and see some video comparisons. Or did you get the idea from a Youtube channel?
  2. It's not really that high for COD or Battlefield but compared to other players it's high for CS. Most CS players are greater than 30cm/360. You can always use a different sensitivity for different games. There's honestly no harm in doing that. It all depends on the game. However, your current setting would be a good sweet spot for all types of games.
  3. Bottom line, it's better to have High DPI and Low Sens, especially with mouse these days. Here's a good thread about this:
  4. Sometimes I play a game at default sensitivity because I can't be bothered to change it. It's different, but as long as the game converts ADS using 0% it at the very least feels consistent. Heck, some days I even change my DPI and play at a really high sens because I'm feeling too lazy to swing my arm around with my usual low sens.
  5. If you have non-1:1 fields of view for the axes yet you use the same sensitivity value (cm/360) for each axis then the perceived sensitivity will be different for the two axes. Therefore to compensate for the difference in perceived sensitivity you have to change the sensitivity value of one of the axes, depending on which conversion method you are using and which axis you base the conversion on.
  6. Yeah that is the best thing to do in such a case if you really do want to play stretched.
  7. The assumption that Viewspeed is good for "sensations" is too indeterminable and misinformed. By "good for sensations" I assume you mean your muscle memory. Well the thing is that monitor matching maintains perceived sensitivity, depending on which points (angles) on the monitor we match, and is therefore the best method for muscle memory. 0% will always be matched at the exact center of the screen and should therefore give you perfect muscle memory at that point on the monitor. Which makes it especially great for tracking and precision aim. And higher monitor match percentages will obviously feel perfectly matched at their respective points, though they would have less effect on accuracy and more effect on the overall feel of turning speed since you don't e.g. aim with the 50% point of the screen. Now the thing with Viewspeed is that it is both arbitrary and the point it matches is variable. To explain what I mean, you must realize that monitor matching is a bit flawed because it doesn't take into account different monitor sizes and the angle the point on the monitor makes with the eyes. If you match 100% on one monitor and 100% on another, they may have the same percentage but 100% on one monitor does not convert the same to another monitor size. See what I mean: (same problem applies to the vertical axis) Viewspeed doesn't take into account perceived monitor size so we can conclude that it is flawed. The second reason why it's flawed is because the point you match on the monitor changes. It hangs around 75% but changes depending on the FOV. Now this isn't necessarily a bad thing. All points on the monitor should theoretically be matched at all times but they aren't because of distortion. It's just that there really is no mathematical reason why the percentage has to change. It's a convoluted and baseless formula that we developed when we didn't know much about perceived sensitivity, and it was somehow similar to CS:GO and Battlefield's 75% default so it had a lot going for it. The thing you need to realize is that there is no perfect method. Because you sit in exactly the same spot for changes in zoom there is inevitably going to be distortion. If you convert your sensitivity with monitor match then this inevitably has to affect the cm/360 which may make objects in the gameworld appear to move faster. This is why the moment you ADS you have to adjust to a change in target speed. The other alternative to this is converting by cm/360 but we know that this method is also flawed because it doesn't take into account perceived sensitivity - the reason why we convert sensitivity in the first place. If you use the same cm/360 you may get perfect spatial muscle memory but what you see on the screen will feel off - low FOV will feel too fast and high FOV feel too slow, as shown in this video: Just imagine looking through a pair of binoculars or the scope of a gun and you'll realize just how difficult it is to aim at things far away. The cm/360 method may actually be the most natural way to convert sensitivity but natural doesn't always mean advantageous.
  8. Yes, distortion is more evident at higher FOV, which is why you should not set your FOV too high. 0% ends up becoming too sensitive and 100% feels too slow at the crosshair ruining accurate muscle memory.
  9. I think it was just the thermal that was a tad faster than the other scopes. On Console they changed to using 100%MM, but it is still 0%MM on PC for BO3. We talked some more about this here:
  10. I feel exactly the same way. I think I've decided it's easier to progress with a lower sensitivity, whereas I am simply limited by a high sensitivity. I don't wish to have a tense aim posture because it starts to hurt after a while. Though I wouldn't go too low or you a) start to have problems with mousepad space and b) find it difficult to move your arm fast enough to react to enemies. It also depends on the game - target speed, target size, and the FOV you set the game to all cater to different sensitivity ranges. App. E.g. Call of Duty prefers higher sensitivity (>~20cm/360); Overwatch prefers mid sensitivity (~30cm/360); CS:GO prefers a lower sensitivity (<~40cm/360).
  11. Well by definition if it has more control it has more friction. But it does need to have balance. You can't be sliding on moist ice or you will never be stable. But most mousepads are never going to be that frictionless so there is always going to be enough control. Control mousepads are probably better for higher sensitivities since you aren't going to need to move your mouse much to track, but less friction is better for low sensitivities because you need to move your mouse a greater distance while tracking, and if you stutter even a little bit, that will mess with your aim. Just try digging your fingers into the pad while trying to smoothly rotate back and forth at either wrist or elbow. That's why I absolutely hate playing on plastic pads - there is so much friction that you can't track at all. This is all another reason why I use a gaming sleeve. I rest my arm on the desk, but I don't want that to cause too much friction so I have a silk/spandex sleeve all the way down my arm. Sometimes even the jumper I'm wearing works well enough and my arm slides within my jumper. Some other things to consider - in Winter you need a jumper but your hand is frozen so you're not going to play very well, yet in Summer if you have a sleeve on you sweat like crazy and can't grip the mouse...
×
×
  • Create New...