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Drimzi

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Drimzi last won the day on July 3

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About Drimzi

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  1. Drimzi

    CSGO to R6 sensitivity calculator

    You have the sensitivity value, and the pitch/yaw values. Most games have the pitch/yaw already set to a predetermined value, and makes the user configure the sensitivity value. For Rainbow Six, they let the user define all of these values. The sensitivity value multiplied by the pitch value determines the actual sensitivity for the vertical, and the sensitivity value multiplied by the yaw value determines the actual sensitivity for the horizontal. You may have heard of CS:GO using 0.022 pitch/yaw. CS:GO set to 1 sensitivity will result in 1 * 0.022 = 0.022 degrees rotated per mouse count. If CS:GO had 0.011 pitch/yaw, 2 sensitivity would result in the same thing. 2 * 0.011 = 0.022 degrees rotated per mouse count. For Rainbow Six, it doesn't really matter what you set the pitch/yaw, or sensitivity multiplier unit to, the calculator will output the correct value to result in the correct combination of values. Just make sure you set all the values to the same ones in the calculator output. For the least discrepancy (error percentage between the rounded value and the true value), set the pitch/yaw value to 1. MousePitchSensitivity=1 MouseYawSensitivity=1 MouseSensitivityMultiplierUnit=x.xxxxxx For ADS, same principle but you are fine with the default 50 value. There is only one sensitivity value that handles both ACOG and Ironsights, which have different FOVs, so you have to choose to correctly convert your sensitivity for just one. AimDownSightsMouse=50 XFactorAiming=x.xxxxxx If you wanted to copy something like Fortnite or PUBG with the 70% vertical sensitivity, you would set MousePitchSensitivity=0.700000 If you want to match CS:GO's hipfire magnification, you want Rainbow Six set to 74 FOV (73.74 if you want to be exact, but it's always safer to use integers for FOV). DefaultFOV=74
  2. I think you just need to know the exact counts for a 360, and then you check how many counts to go to the top of the screen for vfov, and horizontal edge of the screen for hfov, and then compare the counts.
  3. Drimzi

    which viewspeed should i use v1 or v2

    Distance matching results in arbitrary scaling, so I wouldn't say 56.25% is best for muscle memory. It defines a constant radius to aim to the edge of your 1:1 fov, or in other words, you define a constrained operating area for the mouse when aiming within your field of view. You can become very proficient in wrist or finger aiming if that is all that is required for aiming somewhere on the screen. It is also imo the only screen *distance* match that is somewhat sensible, as 56.25% is the max percentage to match a screen-space distance vertically, any higher and that distance is outside of the screen vertically, and is only going to be on the screen horizontally, which isn't useful as the distance match is only true under all circumstances for pitch, not yaw. The curvature of your aim depends on the pitch, and in extreme cases like looking up or down, the distance to aim at a point outside of the 1:1 fov is not going to match the distance that you defined. Distance is still arbitrary, but this distance is also a nice balance between scaling correctly (0%) and maintaining view speed.
  4. Use 0% monitor match, it is the same scaling used by Call of duty games.
  5. Drimzi

    Islands of Nyne: Battle Royale

    @DPI Wizard Looks like the ADS option is missing in the calculator, and all the other aims rely on the ADS value.
  6. Drimzi

    FOV problem

    You need 'GstRender.FieldOfViewVertical 73.74' to match CS:GO's FOV and to match the sensation.
  7. Drimzi

    Fortnite

  8. Drimzi

    Game requests

    Doesnt need any conversions. You use the sensitivity values from other games. The default is same as Quake Champions.
  9. Yep, with the 360 match distance you have to process everything using angles. A target could be a tiny spec next to your crosshair, or a large enemy at the edge of your screen, and depending on the fov, both instances could be 5 degrees, and would require the same physical movement.
  10. Drimzi

    New mouse feet new sens

    Do the surface tuning just in case.
  11. Drimzi

    New mouse feet new sens

    I would make sure the feet are the same height as before. The sensor is probably not detecting all movements.
  12. Drimzi

    New mouse feet new sens

    You probably changed the sensor height.
  13. The correct term for above is "control - display ratio", but yeh, I really don't think you should convert the speeds for seating distance. If something is further away, you can tell it is further away, you don't just see the size of the thing, you can tell that two equal sized thing at different distances are two different things, and you will scale all of your inputs proportionately with the distance. Converting a sensitivity result for some far away screen to a close screen will probably just throw you off, whereas not converting at all, the input and output will be behave as expected.
  14. Drimzi

    Fortnite

    Do you have a Logitech mouse or keyboard? You could script a 360 degree rotation to validate the sensitivity, or to just manually set the sensitivity without using the calculator if the calculator is wrong. Here is a script for the Logitech Gaming Software to do a 360 using your settings. function OnEvent(event, arg) if ((event == 'G_PRESSED' and arg == 1) or (event == 'MOUSE_BUTTON_PRESSED' and arg == 3)) and GetMKeyState() == 1 then for i = 0, 341 do MoveMouseRelative(40,0) Sleep(10) end end end Set to automatic game detection, create a profile, rightclick the profile and click scripting. Paste in the code. Leave the scripting page open or set the profile to persistent if the profiles not being utilised. Ingame, press the G1 key (default for me is F1), or click the mouse scroll wheel. Overwatch should be a perfect 360, Fortnite won't be if the sensitivity is wrong. Manually tune the Fortnite sensitivity until it does a perfect 360.
  15. I maintain the same input: output ratio for 2d when switching monitors, and just generate the 3d sensitivity based on resolution. So equal resolution screens with different physical sized panels will have different results. Larger screens result in lower CPI, which also impacts the cm/360, but the aiming ability is preserved. This calculators method of maintaining the horizontal distance has zero benefit in any circumstances. My 15.6" 1366x768 laptop was unbearably slow when converted with this calculator. Games were also slow despite being the exact same cm/360 and fov as my desktop. The sitting distance did not fix the perceived speed. I tried both at the same distance, and tried having both screens consume the same realworld fov (requiring different distances), which didn't help at all. All I had to do was account for the size of the screen, and it became right. The distance didn't even matter. Could have it right in my face or far away. So I don't think you need to use sitting distance in your calculations. It's really only the size of the screen that matters, let your brain adjust to the distance between you and the screen automatically without trying to compensate for it.
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