March 5, 20187 yr Author Wizard The sensitivity changed by exactly 25% during my analysis, so please reply to confirm if the calculation is correct for you. I don't know why it changed, might have been a bug in the game. Join the community on Discord!
March 6, 20187 yr I think the calculator gives out a slower sens. Calculator say 36cm for a 360, but I can't even do a 360 with my 47cm mousepad. Edited March 6, 20187 yr by ajaxxo
March 9, 20187 yr my sensitivity from overwatch converted to deep[ rock galatic is off by 25%. my mousepad normally allow me to do a full 360 and right now it only turn 75% of the way. please fix. thank you.
March 15, 20187 yr Author Wizard 12 hours ago, AlexTheRed97 said: Can you please fix the calculator? I've removed it for now. I need to figure out what's causing the shift in sensitivity. If it's a random bug we need to wait for an update to fix it. I haven't checked the last update actually, it might already be fixed. Join the community on Discord!
March 15, 20187 yr @DPI Wizardcan you please teach us Premium Members how to locate the sensitivity settings for any game and be able to plug them right into the calculator. maybe this way the Premium members can contribute and add more games into the website supported game list if you would teach us please.
March 15, 20187 yr Author Wizard 6 minutes ago, tuphac said: @DPI Wizardcan you please teach us Premium Members how to locate the sensitivity settings for any game and be able to plug them right into the calculator. maybe this way the Premium members can contribute and add more games into the website supported game list if you would teach us please. Unless you can extract the actual sensitivity formula from the game code (which is impossible for a lot of games), they need to be analyzed and formulas reverse-engineered. This needs to be done to perfection, and for the most part you need to script the movement. The process is basically analyzing the 360 distance for different sensitivities, and constructing two formulas based on this; one to convert sensitivity to movement, one for movement to sensitivity. I am considering an option to the calculator where the users can try out their own formula so they can suggest either changes or new games. I know there's a lot of math wizards on here, so it could be quite useful! Join the community on Discord!
March 17, 20187 yr On 3/15/2018 at 12:35 PM, DPI Wizard said: Unless you can extract the actual sensitivity formula from the game code (which is impossible for a lot of games), they need to be analyzed and formulas reverse-engineered. This needs to be done to perfection, and for the most part you need to script the movement. The process is basically analyzing the 360 distance for different sensitivities, and constructing two formulas based on this; one to convert sensitivity to movement, one for movement to sensitivity. I am considering an option to the calculator where the users can try out their own formula so they can suggest either changes or new games. I know there's a lot of math wizards on here, so it could be quite useful! Thank you @DPI Wizard. I just want to say I love you and I love your work. I admire the fact that you are using your gift and talent to benefit and be of service to so many people specially me because you have no idea how much pain and struggle I go through with my obsession of becoming a great FPS aimer. Similar to how I used to obsessed over basketball and practicing endlessly to become good at one thing. this tool has really help my aim in Overwatch. I would try so many different conversion method and learned about the mathematics side things from reading post int he forum. Finally, I was able to find a conversion method that worked for me personally. I went from a hard stuck Diamond scrub to now almost GM Thank you!. Thank you! Thank you!!! Edited March 17, 20187 yr by tuphac
March 19, 20187 yr Author Wizard Updated this game now, seems to work better with the last patch. Sensitivity is completely different from the previous release. Join the community on Discord!
March 19, 20187 yr it still seems a little off. It seems to be a little slower still and when comparing it to a 360 in aim hero or overwatch at the same fov and sens that this told me, it takes me longer to do a 360 in deep rock by a little bit
March 20, 20187 yr Author Wizard 1 hour ago, AlexTheRed97 said: my sens should be more like 3.2 and 400 dpi and not 2.8 and 400 dpi What FOV are you using, and what's your Overwatch settings? I think the game still have some issues unfortunately. Join the community on Discord!
February 28, 20196 yr First time trying this game out, the vertical sens still seems to be slower than what I'm used to. They do have a Vertical sensitivity option if you could take a look into that @DPI Wizard
February 28, 20196 yr 21 minutes ago, Skwuruhl said: Sensitivity is affected by polling rate. I assume you are referring to the previous topic in march 2018? I was just requesting Vertical sens be added to the calculation.
March 1, 20196 yr Yeah it's different too Edit: I think? by script it's the same but it doesn't feel like it. Edited March 1, 20196 yr by Skwuruhl
June 27, 20196 yr On 2/28/2019 at 2:08 PM, Krio said: First time trying this game out, the vertical sens still seems to be slower than what I'm used to. They do have a Vertical sensitivity option if you could take a look into that @DPI Wizard bump
June 28, 20196 yr Author Wizard On 6/27/2019 at 2:17 PM, Krio said: bump Sorry for the delay on this game, it's updated with vertical sens now. Join the community on Discord!
June 29, 20196 yr Okay so two things: I found that using the same vertical sensitivity as horizontal gives equal x/y sensitivity in terms of cm/360. The camera appears to be slightly behind the point of rotation. The camera is still at a fixed height so it won't move vertically if you aim vertically. But looking left and right will move the camera on the horizontal plane. 2 likely accounts for the 10% discrepancy you found between horizontal and vertical. Since this is pretty odd I don't know what the "best" way to match your vertical and horizontal sensitivity would be from an aiming perspective. cm/360 at least is just same for both. Edited June 29, 20196 yr by Skwuruhl
June 29, 20196 yr Author Wizard 1 hour ago, Skwuruhl said: 2 likely accounts for the 10% discrepancy you found between horizontal and vertical. Since this is pretty odd I don't know what the "best" way to match your vertical and horizontal sensitivity would be from an aiming perspective. cm/360 at least is just same for both. You're right, I was just analyzing in the bunker you start in, and the distances are so small there that the camera position was making a big impact. By analyzing the axis using objects further away I found that x and y are indeed identical in 360 distance. Join the community on Discord!
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