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Drimzi last won the day on October 4

Drimzi had the most liked content!

About Drimzi

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  1. Drimzi

    Call of Duty: Black Ops 4

    Convert from Overwatch to BO4 using 360 distance or 0% monitor distance match, to get the BO4 hipfire sensitivity value. Set the conversion method to 'Convert distance' instead of 'Convert sensitivity'. Set the input game to BO4, put in 64 cm for 360 distance (32 cm for 180), set it to ADS (reflex), and put in the rest of the information. There is no way to make all aim fovs have the same 360 distance since sensitivity scales with fov. Using the largest relative coefficient possible will minimise the amount of scaling, but really you should be scaling directly with the fov, which is legacy or relative with 0 coefficient.
  2. Drimzi

    Call of Duty: Black Ops 4

    It's just the game I suppose. Black Ops 3 had the option to fix the mouse input lag, but it completely killed the FPS. This was the variable in the config.
  3. Drimzi

    Quake Champions

    There is no known formula that can work out the zoom sensitivity for the standard 79 hfov. You have to manually work out what the zoom sensitivity has to be for every single hipfire fov. If they haven't fixed that, then you now have to do that for every zoom fov too lol.
  4. circumferenceNew = circumferenceOld * ( tan(fovOld * pi/360) / tan(fovNew * pi/360) )
  5. Sticking to 0% would be ideal, but it can feel slow in ads/zoom, relative to hipfire. For one, you change the scale due to zooming, which means physical mouse input is going to change proportionately with the change in image scale. If your characters movement speed stayed the same after zooming, then you will be moving the mouse further and faster to counter it as well. You can amplify the sensitivity if you want to make it easier to aim. Go by feel before trying to calculate a perfect value.
  6. You only have to set 114 if you use 114+ in bo3, and no you dont need to use an ads multiplier, legacy is the exact same ads sens scaling as bo3
  7. To best match BO3: Set BO4 to 114 FOV to roughly match BO3 at 114+ (the fov doesn't increase past 114.6 in bo3 due to bug, which translates to 113.86 fov due to another bug lol) Convert using Monitor Distance Match 0% Leave ADS sensitivity on Legacy or Relative with 0 coefficient Leave ADS FOV on independent
  8. Drimzi

    COD: Black Ops 3/4

    This bug is still there. From 114.6 onwards, it is stuck at Actual HFOV: 113.86 degrees
  9. The issue is thinking of it in terms of 2D, or basically the whole idea of matching to pixels. It's only going to work in pure horizontal or vertical movement because 3D !== 2D. Monitor Distance Match works by matching distance to degrees, not pixels. So if you did a conversion, and have 90 degrees angle of view, horizontally, in one case, and 60 degrees in another, the distance to rotate 45 degrees (90/2) will be the same distance to rotate 30 degrees (60/2). This is reasonable. Now when you try and put this into a 2D perspective, like saying it is matching to a ring of pixels an equal distance away from the crosshair, it falls apart. What's actually happening in each method: Viewspeed - Vertical : An aperture dependent conversion, scaling the sensitivity by the change in Vertical Chord Length. Viewspeed - Horizontal: An aperture dependent conversion, scaling the sensitivity by the change in Horizontal Arc Length, as well as the difference between Horizontal Arc and Chord Lengths. Monitor Distance Match - Vertical : An aperture dependent conversion, scaling the sensitivity by the change in Vertical Arc Length, using a user defined aperture size. Monitor Distance Match - Horizontal: An aperture dependent conversion, scaling the sensitivity by the change in Horizontal Arc Length, using a user defined aperture size. Monitor Distance Match - 0%: An aperture independent conversion, scaling the sensitivity by the change in Throw Length (zoom). The Viewspeed methods don't just change the measurement axis. They are both completely different methods. Viewspeed - Vertical should be using 1:1 measurements rather than Vertical. Horizontal is an older idea that was similar to Monitor Distance Match - Horizontal, but scaled by the difference in Horizontal Arc and Chord lengths. All methods except for 0% depend on the aperture, which is the hole you are viewing the game world through. The hole being your monitor. Since you get different results for using different measurements, you end up with so many different methods. The only consistent method is the one that ignores the aperture, which is 0%. You can use vertical, horizontal, diagonal measurements, it doesn't matter, the result is the same.
  10. Try 0% conversion for everything. Override it with a sensitivity that is somewhere between 0% monitor match and Viewspeed for ADS/Zoom.
  11. No worries. As long as your sensitivity is behaving according to expected preference, there's not really any downsides. It's the performance that matters.
  12. What your doing is completely arbitrary, but I can make it even easier for you. Convert using Viewspeed - Vertical. However, halve your CPI for the input game, and use your actual CPI in the output game. You will get the sensitivity value that you are seeking.
  13. My method does what you are describing. If you keep the same viewspeed, your mouse input does not change relatively before and after the ADS transition. If you don't keep the viewspeed, your mouse input changes proportionately with the change in image, which is no change in sensitivity at all. Equal 360° distance at different FOV does not equal no change in sensitivity.
  14. Ideally you would keep the distance to rotate a full revolution the same, but it's currently not practical. When you zoom in a game, the monitor doesn't move forward and back, all it does is reduce the angle of view. Since the monitor doesn't grow or shrink to change the angle of view, the game zooms. If the monitor did move forward and back, or if a change in FOV resulted in the monitor physically growing/shrinking, you could keep the 360° distance and it wouldn't feel too fast or too slow. Since the monitor size is constant, changing the angle of view results in a change in zoom. It's the only way to do it. You can think of the monitor as a window to the game world. The size of the window is the aperture, the pixels is like a mesh screen-door. You don't base the sensitivity on any properties of the window itself, but you base the sensitivity on the change of the game world. When you change the FOV of a game, you change the zoom (focal length when you include physical measurements). Scaling the sensitivity by the tangent (0% monitor distance match) will scale the sensitivity by the change in zoom. Changing the physical size of the window (monitor size), you also scale the sensitivity as it is a change in focal length. Not directly using 0% monitor distance match, since that is only based on zoom, but by changing the physical sensitivity (mouse CPI) in addition to 0% monitor distance match. The fault with 0% monitor distance match is when you change FOV on the fly, like when you aim down sights or use a scope. Your comparing a zoomed state to a non zoomed state, where the scale of everything is different. The sensitivity will feel different relative to each other, as you have to scale your mouse input proportionately with the change in scale. The sensitivity would only feel identical if you moved the character forward/back to counter the zoom, and compare with identical scale. As seen in this video. So 0% is the way to go if you want to convert Hipfire. You can also convert with 360° distance if that is a preference that you want to keep. If you want to keep the mouse input relatively the same when you change FOV on the fly, that's where Viewspeed comes in handy. It scales based on the chord length. This is the method that you would want to use instead of Monitor Distance Match, if you wanted the 'window to the game world' to influence the sensitivity. Your mouse input will not scale proportionately with the zoom. Instead, you wouldn't scale it at all. The result will be completely wrong for Hipfire, but when comparing sensitivity relatively before and after a change in FOV, it becomes useful. Subconsciously, you would want to scale your mouse input according to the change in image, so you would probably scale your mouse input to some degree, how half-assed of an attempt at doing so, depends on the person. This makes Viewspeed feel too fast. I actually just made a solution to this in another post, where you specify how much you need to scale your input by, 0 proportionately with the change in image (zoom), or none at all (viewspeed). You can't increase the FOV, but you can change the zoom. Just reduce the resolution, with black bars, to change the aperture (the physical size of the window to the game world). Scale the sensitivity by the change in aperture size. You can make it the same as a higher FOV game, but the extra FOV is just blackness instead. With this method, you can make every game have an identical focal length, despite having different angle of view. This is the only way to keep 360° distance identical in every game, using different FOV, and have it feel the exact same.
  15. Just note that this isn't true. It will only match perfectly for the pure horizontal or vertical points. The reason is because the aim will curve with the pitch as soon as you deviate away from the equator. Any movement that isn't pure yaw/horizontal, is a change in pitch. Even pure yaw movement is circumstantial. As an extreme case, look straight up or down, your aim will be so curved you will be a spinning ballerina, yaw movement will not reach the point on the ring. Diagonal movement will not perfectly match a point on the ring either. The only movement that will reach a point on the ring would be vertical movement. 2D is flat, so the cursor always moves in a predictable way. 3D isn't, only pure vertical movement is always moving the shortest path and will match the point on the ring. Horizontal is circumstantial, requires a pretty neutral pitch. Diagonal will not match any point. This is a reason why I think monitor 'distance matching' isn't helpful in any meaningful way. The result is just an arbitrary change in sensitivity that may happen to be close to preference.