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Twilight Town: A Cyberpunk FPS

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  • 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.

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  • 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!

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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 by tuphac
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  • 11 months later...
  • 3 months later...

Okay so two things:

  1. I found that using the same vertical sensitivity as horizontal gives equal x/y sensitivity in terms of cm/360.
  2. 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 by Skwuruhl
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  • 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.

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