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Drimzi

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Drimzi last won the day on January 11

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About Drimzi

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  1. Yes, sensitivity is tied to focal length. You can measure the focal length with pixels, which is a physical measurement since they also have a physical size. So different monitors will need different field of views to end up with the same focal length and sensitivity. The focal length is basically the radius for the spherical image. A high focal length will be a large radius, resulting in a large sphere, and since the monitor size is fixed, it will result in a smaller portion of that sphere fitting inside the monitor space, resulting in a lower fov and an image that has a lower curvature. A shorter focal length is the opposite. Curvature plays a huge role in how the sensitivity feels, which is why even a perfect conversion (0%) to a different focal length still feels different. 2D would be kind of equivalent to an infinite focal length, as it is an image with no curvature. The ratio between the spherical representation of the sensitivity (measure as cm/360 degrees), and the spherical representation of the image, is the actual sensitivity, the 'Control-Display Ratio'. This is often expressed as 'Control-Display Gain', which is how much faster or slower the output is compared to the input. This actual sensitivity is a constant value as long as you convert using 0%. You can find your actual sensitivity using this. The defaults in the calculation is a result of doing a desktop to csgo conversion using 0% for a 24.5" monitor at 1920x1080 and 400 CPI, which results in an identical 2D and 3D Control-Display Gain of ~4.45. Someone may think to themselves that a 1:1 Control-Display Ratio would be optimal, but it will feel incredibly slow, even for just 2D, which is probably due to the mouse mass, friction, etc. Also here are some useful visuals and links: Graphical FOV Converter Spherical representation of sensitivity and image at high and low fov. Small monitor, small fov, large monitor, large fov. Same focal length. Same cm/360°. Same fov, different monitor size. Different focal length. Different cm/360°.
  2. Drimzi

    Csgo 4:3 fov to r6

    R6 uses the vertical measurement for fov. CSGO has an fov of 73.74 degrees measured vertically. Set R6 to 74 to approximately match CSGO. CSGO has an fov of 73.74 measured to the 1:1 boundary, 90 measured to the 4:3 boundary, 106.26 measured to the 16:9 boundary. Depending on what measurement the game uses, these are the values you will want to use in your games.
  3. Drimzi

    Fortnite

    I'm not a Fortnite player. I only really tested it for 10 mins or so a while back, but at the time I found that 'targeting'/'aim down sights' at ~70-75% with the correct cm/rev for 80 hfov to be the way to go. The zoomed in state is closer to first person, so that should have the correct sensitivity. Let the zoomed out hipfire be faster, which will be beneficial for building anyway. To accomplish this, just use the calculator as normal, but divide the result by the desired targeting sensitivity.
  4. Drimzi

    Tom Clancy's Rainbow Six Siege

    Sorry didn't get a notification. I messed up the math anyway, for the FOV it should have been this: FOV = (360 * atan(((1440 * 34/sqrt(3440^2 + 1440^2)) / (1080 * 27/sqrt(1920^2 + 1080^2))) * tan(82 * pi/360)))/pi = 81.53390177590329 The fov is lower because the 34" monitor has a slightly smaller 1:1 / vertical area. 27" 1920x1080 1:1 Measurement 1080 * 27/sqrt(1920^2 + 1080^2) = ~13.237053470079092 inches 34" 3440x1440 1:1 Measurement 1440 * 34/sqrt(3440^2 + 1440^2) = ~13.128694996288411 inches You need ~81.5339 vfov on the 34" monitor if you want to preserve the same cm/360°. At 82 vfov on the new monitor, the cm/360° will be slightly lower since it is actually a higher 1:1 fov. If you preserve the cursor sensitivity by using 2150 CPI, and use 82 vfov on the new monitor, you want a sensitivity of: Sensitivity = 0.01209 * ((1080 * 27/sqrt(1920^2 + 1080^2)) / (1440 * 34/sqrt(3440^2 + 1440^2))) * 1600/2150 = 0.0090714683104487
  5. Drimzi

    Question about the 0% monitor match.

    0% isnt a distance, so it wont 'distance match' to some point on the screen. The matching points won't be a ring either, but a single point at each pole. 0% scales the sensitivity by the things that actually change, such as zoom and curvature, so it preserves your sensitivity and it's just the curvature of the image that makes it behave differently. Pretend you are at the center of a sphere. You can think of 2D as 0 fov, an infinitely zoomed in, infinitely flat portion of a sphere is on your screen. As you raise the fov, you zoom out, revealing more of the sphere. The physical size of the sphere reduces as you zoom out, and the curvature within the physical space that is your monitor increases. This change in zoom and curvature is what 0% is scaling the sensitivity by. You traverse a pretty flat image at low fovs, and a highly curved image at high fovs. Then you also have the size of the sphere changing, so low fovs require long distances and high fov require short distances to rotate 360 degrees. No matter what, it will always be a different experience at different fovs. 0% will properly scale the sensitivity itself, but you still have these factors changing the experience. This is where you try other match % to try and make it feel more comfortable, but I wouldn't decide what % to use based on some distance rule as the distance thing has pretty much no benefits.
  6. Drimzi

    Tom Clancy's Rainbow Six Siege

    Don't change the sensitivity value, instead change the field of view. You want to preserve the same curvature in the same physical space. Assuming it is a 27" 1920x1080 and a 34" 3440x1440, then you want to scale the magnification by a factor of (27/sqrt(1920^2 + 1080^2)) / (34/sqrt(3440^2 + 1440^2)). This gives a result of: (360 * atan((27/sqrt(1920^2 + 1080^2))/(34/sqrt(3440^2 + 1440^2)) * tan(82 * pi/360)))/pi = 98.89189 vertical degrees This way the larger, wider monitor reveals more degrees purely because it is physically bigger. The 27" center portion of the image will be the exact same as the 27" monitor. If you also want to preserve cursor sensitivity, then you need to scale the CPI by the same factor of (27/sqrt(1920^2 + 1080^2)) / (34/sqrt(3440^2 + 1440^2)). You will need to change the game sensitivity value afterwards to compensate for the change in CPI. 1600 * (27/sqrt(1920^2 + 1080^2)) / (34/sqrt(3440^2 + 1440^2)) = 2150.941 counts per inch Finally: Set the conversion method to 0% monitor distance match. Replace the input fields with 3440x1440 and 98.89189 fov, and 1600 CPI. Set the output field to 99 fov and optionally CPI to 2150. Get new sensitivity values
  7. GG ...rip, should have stuck with 325, 350. My range was basically + - 1'd straight after my post. 😞
  8. Drimzi

    Battlefield 1

    Sensitivity 1: GstInput.MouseSensitivity 0.002665 GstInput.MouseSensitivityVehicle 0.043504 Sensitivity 2: GstInput.UniformSoldierAimingCoefficient 0.000000 Everything else = 1.000000
  9. Drimzi

    Battlefield 1

    Yep, everything at 100% (1 in config file), so that everything is neutral and the only thing affecting sens is USA. You would use 133% USA if you kept CSGO zoom sensitivity at 1.00. CSGO at 0.81 is to make the AWP sensitivity equal to USA 0% (but other guns are slightly off). You should have a unique absolute value for hipfire and vehicle, coefficient at 0, and then everything else is 1 (the calculator may say 0.99999 or 1.00005 or something, but that is simply due to floating point precision, correct value is 1).
  10. Drimzi

    Battlefield 1

    0% monitor distance since you use 0.81 in csgo. Set all weapon values to 1 and use 0% uniform soldier aim coefficient too.
  11. Drimzi

    Battlefield 5 ADS Fov Convertion

    In BF, you should only have unique values for hipfire, vehicle, and USA coefficient. Everything else should be set to 1. Just change the coefficient until satisfied. ADS FOV doesn't really need any special treatment, it just means that the magnification factors are relative to hipfire fov rather than default fov. So if you have increased the fov higher than default, the scopes will all have higher fov in general.
  12. Drimzi

    Battlefield 5 ADS Fov Convertion

    Dont convert 360 distance to scopes. Use one of the other conversions.
  13. Drimzi

    help plz !

    0% maintains the same sensitivity, but the different fov result in different physical scale, and different curvature. You can imagine being inside a sphere, with the interior surface being rendered onto the monitor. When you reduce the fov, the monitor doesn't shrink or turn pixels off to reduce the fov. The sphere increases in size instead, and the contents of the rendered image become physically larger. With 0% conversion, the sensitivity circumference increases in size by the exact same factor. So sensitivity is maintained, but the surface you are aiming on has less curvature as it is a smaller portion of the sphere. So aiming will feel different regardless. When it comes to changing calculator variables, it will calculate the result for those fov measurements, but that is mostly useless as it isn't what the game is using. https://teacher.desmos.com/activitybuilder/custom/5a61dd34fafbd40a25416e02#preview/d123ef39-8694-4760-af7d-c18c936ce79d
  14. Other than personal constraint, what you could do is maintain a permanent hipfire cm/360°. Make use of custom resolutions to render the game into a specific portion of the screen, whilst having blackness where the missing fov would be. This way you can achieve a constant cm/360°. Let's say we want 106.26° x 73.74° fullscreen (1920 x 1080 pixels). We have a game that is limited at 103°. We know 106.26° is 1920 pixels. We need to find how many pixels is 103°. From there, we can scale the result by 9/16 to find the vertical pixels, or use the full 1080 pixels if the game can fill that in. Example formula: 1920 * (1 * tan(103 * pi/360))/(4/3 * tan(90 * pi/360)) = 1810 1810 * 9/16 = 1018 103 degrees = 1810 pixels. At 1810x1018 resolution, the game will effectively have the same focal length as 106.26° x 73.74° game at 1920x1080, and the same cm/360°. (360 * atan(1018/1810 * tan(103 * pi/360)))/pi = 70.526° We will have 103°x70.526° rendered, the rest is black. Test if the game supports 1810x1080, or 1920x1018 whilst maintaining the focal length and without stretching. You could potentially have black bars on one axis. Just think of it like your monitor grows and shrinks to change the field of view, with a max limit defined by the physical size of the monitor, instead of relying on the game zooming in and out to change the fov.
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