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FOV dependency and cm/360

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Your calculations are all wrong because you aimed to get the same cm/360

 

heres explaination:

 

So if I have 180fov, and my CM/360 is 20cm, then I move 5cm to go center to edge

 

if I have 90fov with 20cm, then I move 2.5 cm center to edge

 

my muscle memory knows to move 2.5 cm if theres a guy 25% of my screen to the left of the cursor, but in 90fov that will take me to the edge

 

you get me?

 

 

quake live calculates this for zoom senslike so:

k = arctan[ 0.75 * tan[cg_zoomfov/2] ] / arctan[ 0.75 * tan[cg_fov/2] ]

 

sens*k=zoomsens

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  • DPI Wizard
    DPI Wizard

    While it may be the best option for most people, and technically the most appropriate, a wast majority prefers a constant 360 distance. For now anyway...

  • Wizard

This is what the desktop calculator does. It calculates the sensitivity for a constant 2D movement (point A to point B on the monitor), regardless of FOV. At the moment it only converts from the desktop sensitivity to game sensitivity, but I will add the option to calculate from game to game later.

 

Some people prefer a constant 360 degree movement, some a fixed 2D movement.

  • Author

but fixed 360 is only good for 2 things - rocket jump and 180 turns.

 

fixed 2d is what you want for the same 'mousefeel' - which is needed for accurate flickshots

 

your name is mouse sensitivity, same aim different game, but if the games FOVs are different, you can get very different aim.

 

also, FOV differences make mouse sensitivities more game appropriate, ie I have a lower cm/360 for quake at 130fov than CS at 90fov with the same mouse feel - this is appropriate for the faster style of play for quake.

  • Author

This is what the desktop calculator does. It calculates the sensitivity for a constant 2D movement (point A to point B on the monitor), regardless of FOV. At the moment it only converts from the desktop sensitivity to game sensitivity, but I will add the option to calculate from game to game later.

 

Some people prefer a constant 360 degree movement, some a fixed 2D movement.

so if I'm understanding right you try to filter based on FOV to replicate the same %screen change/cm?

 

but if that's right why does my sens stay the same when I change my reflex senitivity and change with my CS GO sens, when is should be the other way around, since reflex used FOV-independent sens?

  • Author

Agh, sorry, I misunderstood what you were saying about modes :/

 

Thanks for informing me, can you make desktop the default BTW, since that is the appropriate one for 90%+ of the population?

  • Wizard

Agh, sorry, I misunderstood what you were saying about modes :/

 

Thanks for informing me, can you make desktop the default BTW, since that is the appropriate one for 90%+ of the population?

While it may be the best option for most people, and technically the most appropriate, a wast majority prefers a constant 360 distance. For now anyway... :)

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