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Kilroy

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About Kilroy

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  1. How do I move the slider so that it's the same sensitivity as desktop? I mean, I can probably live without it, but ( ͡° ͜ʖ ͡°).
  2. Kilroy

    Fortnite

    you should remove the message about lowering polling rate to 125 in the calculator, then also, i can't change those separate sensitivities in the config file, it has to be done in-game?
  3. Kilroy

    Fortnite

    Does changing fovscale actually do this, also how does it work? Surely it's not just a multiplier of the sensitivity, because then it would be really slow by default.
  4. Kilroy

    Viewspeed v2

    Ever since I asked a question back on page 7 about a month ago, did the view speed formula get changed again, or is it just getting explained?
  5. Wow, I've heard lots of people say that the 3 sensors were basically the same in performance, but I guess that was wrong.
  6. Kilroy

    Viewspeed v2

    Hey, since csgo zoom ratio stays the same no matter what sens you're using, could you tell me what it is, just so I can know whether or not I did this formula right? Is it....1.088302?
  7. Kilroy

    Viewspeed v2

    Chord...length? So (360/θ) (edge-to-edge distance*sin((πθ)/360))? Oh nvm.
  8. Kilroy

    Viewspeed v2

    I think I'm skimming through this too fast, I missed this formula that is 100%MM except 2D-3D conversion. What is it, I'd like to try it because I've been using 100%MM and I feel like I'm so slippery on all my awp shots.
  9. Kilroy

    Viewspeed v2

    Why do we need to take into account the distance between the eye and the monitor?
  10. Kilroy

    Viewspeed v2

    Eh, I'm just gonna (360/fov)(edge to edge) now, until I can figure something out. If it doesn't matter what formula to use, for some reason I'd rather it be that, because I've gotten used to it.
  11. Kilroy

    Viewspeed v2

    Hello, I'm still futilely trying to figure out how to test for viewspeed, but in the meantime, I thought up a way to expand and better our current method of "does this formula feel right". What I think we should do is try this guy's mods on quake or minecraft which allow for various different projections of the 3d environment. Doing so will not only make it easier to figure out what's going on at high fovs, but it will also allow for us to try to use it at any fov, and by that I mean even up to 360 degrees. Of course there's almost no reason as to why we need a formula that works for such a range, but maybe the formula that works for <180 fov also works for 0 to 360. If not, still useful to see what's going on at the 179 to 130 range so we can test for our goal. Keep in mind that it is still distorted, only now it would be in different ways. Also these mods/ demo are probably pretty laggy, which introduces input lag if you run games on a potato like me. Here's a video by a guy called Econael to show it off. This is the link to the quake demo in which we can try it out for free. I don't have quake 1 or minecraft so this is what I'll do, maybe borrow an mc account from a friend. https://github.com/shaunlebron/blinky/blob/master/README.md Here, you can mod the entirety of quake 1 if you have that game. https://github.com/shaunlebron/blinky/wiki/Using-with-full-version-of-Quake Finally this is a mod for minecraft. I don't right now if you can get in trouble, anti-cheat wise for using this in a multiplayer server, and you might also have to download this thing called optifine? http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2738385-render-360-unlimited-fov
  12. Kilroy

    Viewspeed v2

    Wait, doesn't higher fov mean higher sensitivity? Why does the aug ( 57.82 hfov) have a slightly lower sensitivity than the 1x awp/scout/autos (51.77 hfov). Unless those fov numbers are wrong... (I'm pretty sure they're 45 then 40 ingame). Edit: Nope nevermind, they're not calculated in the same way, ingame.
  13. Kilroy

    Viewspeed v2

    That's why we need a way to quantify that feeling of speed. Now, I realize that that doesn't really make any sense at all, after all speed is a measurement of distance over time, and we can't exactly measure the distance the crosshair moves, or the distance the environment moves. In the first place, the virtual environment in the game just isn't the same as reality, obviously. Maybe I'm missing something, because I can't completely understand what was being explained to me when the whole viewspeed idea was conceived. But what I know for sure, is that we can't just rely on our human, fallible senses to figure these things out. There's the placebo effect, there's the fact that the projection of the 3d virtual reality on our 2d monitors is distorted no matter what, ( http://shaunlebron.github.io/visualizing-projections/ ) and many other factors. Maybe you'll wake up on the wrong side of bed, and the current viewspeed formula feels wrong again. We need to also consider the possibility that it isn't possible to unify the feeling of speed across fovs, because that could be entirely true as well.
  14. Hey, I know you're busy and everything, but I have a suggestion if you plan to make another video on the modified axidraw. Was wondering if you could test mice when they're lifted off a bit, or a little more, or when they're at an angle. I would really appreciate it because I'm one of those guys that lifts the mouse a lot. Actually I do it much more than most people, seeing as I have 156cm/360 as my sensitivity in csgo. At this point, I'm able to aim just as well even when I correct and lift a bit, but if the tracking is flawed when I do that, I would love to know, so that I would correct the habit. I use a logitech g403, which is the same sensor as the g900 in the first video, the pmw3366.
  15. Kilroy

    Viewspeed v2

    In the equation in the first post, replace d with the result of (resolution/mouse dpi), and replace theta with your game's actual fov. The formula'll give you the cm/360 or inch/360 you should be using at that fov, if this equation is to be trusted in doing what it's supposed to do. Go into the calculator and put in that result to get the sensitivity you should be using, in that game. I just tested it out, and I think it feels better, but I don't know if that's just placebo. To be honest, we need a way to measure and quantify that perception of speed, to really put this to rest. If that even makes any sense.
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