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My Friendly Neighborhood

There's a lot of negative acceleration with fast movements, expect some discrepancy.
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Steel Hunters

See the game notes for instructions on how to disable smoothing.
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V Rising

Use the config file for best accuracy.
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Vigor

The sensitivity slider is not accurate, expect some discrepancy. Use the config file for best accuracy.
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MULLET MADJACK

The config file might use either comma (,) or period (.) as the decimal separator depending on your locale settings.
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4.0 release notes


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  • Wizard

A new year... and a huge update!

 

There will probably be a few bugs here, so the old calculator is still available for now.

 

Please report any bugs you might find in this thread, and provide a screenshot if possible.

 

Let's get the most obvious question answered first:

  • Where is the Desktop calculator?
    Windows is now added as a "game" in the drop-down menu. So if you want to convert to or from your desktop sensitivity, simply select Windows and fill in the requires fields. When converting from a game to Windows, the calculator will tell you what DPI you need in Windows to match the game. You are free to change the WPS if needed. Note that this calculation relies on FOV, and does not work well with 3rd person view. And any ADS or scopes sensitivity may be wrong unless they have the right FOV.
    So this is before:
    beforedesktop.png

    And this is now:
    afterdesktop.png
     
  • What is ratio?
    To some people this calculation probably makes no sense, but for other this may be important. This is the relationship between your physical mouse movement and the cursor/cross-hair movement on the monitor. Correct resolution and monitor size is required for this calculation, but it is not a factor in the sensitivity calculation.
  • What is Distance3D and Distance2D?
    When selecting Distance as input method, the Multiplier 2 field will change to either Distance3D or Distance2D depending on the game you select.
    Distance3D
    - This is the distance needed to turn 360 degrees.
    Distance2D - This is the distance needed to move the cursor across the screen.

What's new?

  • Support for up to four variables; two sensitivity values, and two multipliers (thanks Rainbow Six...)
  • Coefficient renamed multiplier
  • Support for physical-to-monitor ratio calculations, requiring resolution and monitor size
  • Support for desktop "2D" games like osu!
  • Support for conversion from a game to desktop/Windows
  • Discrepancies are now shown in percentage as well as distance.
  • Any erroneous input should now produce a sensible output telling you what to enter where
  • Very low calculations like 0.000091 are no longer shortened in scientific notations like -9.1E-5
  • Windows Pointer Speed (WPS) now has a visual indicator on what the actual setting in Windows looks like
  • Icons added for all games
  • When converting to Osu, you can choose what to keep when converting, distance or ratio
  • All calculated numbers are now green, while the input numbers are blue

Games added

  • osu!
  • Windows

 

Games updated

  • Tom Clancy's Rainbow Six Siege - Now support for all sensitivity variables
  • Unreal Tournament 4 - Now have correct calculations when FOV is changed

 

Known limitations

  • Calculations with FOV multipliers are not working entirely correctly yet (like with ARK: Survival Evolved)
  • Any osu! or Windows calculation with 3rd person or ADS/scoped view may be off due to wrong FOV
  • Some error messages are not making sense
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  • 2 months later...

No, that shouldn't be a problem as the sensitivity is (or at least was) unaffected by FOV. I'll re-analyze the game and see if they changed something :)

 

Sorry, I don't know what it was, maybe madcatz's worst-software-on-the-market and DPI lag, but now it is nearly perfect. Thank you for your work ;)

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  • 3 months later...

The Killing Floor 2 FOV calculator is wrong (for non 16:9 resolutions). The devs did it very strange. Also setting FOV via console resets itself whenever your sprint or aim. However I was able to confirm my calculations using the console set FOV.

 

Effectively what they do is determine what your base FOV will be (fov slider at 100%) by using a vertical FOV of 58.72. (the exact value is 2arctan(tan(90°/2)*9/16))

 

Your FOV slider then scales the horizontal (resolution base) by the slider value, the vertical FOV isn't used beyond determining your base horizontal FOV.

 

For formula to determine base horizontal FOV for any given aspect ratio is: 

2arctan(tan((2arctan(tan(90°/2)*9/16))/2)*aspectRatio)

This value is then multiplied from 1.0 to 1.25 depending on your slider value, which can be set precisely in the C:\Users\User\Documents\My Games\KillingFloor2\KFGame\ConfigKFGame.ini

 

Example final FOV for a 4:3 monitor with slider at 118.1% (1.181 in config) would be:

2arctan(tan((2arctan(tan(90°/2)*9/16))/2)*4/3)*1.181=87.09

The equation to determine the correct slider value would then simply be:

sliderValue=desiredFOV/(2arctan(tan((2arctan(tan(90°/2)*9/16))/2)*aspectRatio))

Where desiredFOV is horizontal resolution base

Edited by Skwuruhl
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