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Need help converting cs go sens to windows


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50% is the middle ground, the video isn't explaining it very well either and i don't think anyone but only 2 people understand what's really going on.

That's why i will take the time and explain this once and for all!

 

It's a very common mistake to think that you can match your desktop sens with a FPS game, because you cannot.

The best you can do is 50% and i will try to explain why.

 

Every FPS game uses the rectilinear projection methode to visualize the environment, this is because you need to create peripheral vision and the perception of depth but because you are projecting this image on your flat 2D monitor display, it's impossible too create real depth at all.
So to accomplish this perception they are "bending" the image creating a cylindrical shaped image and that's the arc that you see in the video.

 

A high FOV like in FPS games means forcing the image to bend because your display can't project the whole environment with a flat image the only solution is to bend it too create more space. but when you overdue the FOV increase the image will start to distort and somewhat collapse at a certain point. 

It feels like the image is bowed inwards like someone pushes a needle or pin into the center.

That’s why this effect is also called “pincushion distortion” which makes objects at the edge of the display unnaturally large in scale and will tend to misestimate the size and shape of objects, giving misleading visual information since the objects will rescale and significant decrease in size when turning towards them.

 

So, the in-game image is bent and your desktop surface image is not, even so they both are projected on the same evenly sized display. 

This means that the in-game image is in fact larger the the desktop image when it would be projected flat like the desktop image.

 

But since it's projected cylindrical, every object needs to "rescale" to fit on your display and that what's causing the "pincushion" effect and your mouse movement will act by it, meaning that when you turn towards an enemy at the edge of your display, your mouse movement will go faster then your desktop movement and your enemy will look bigger, but once you past the "50%" mark of your display (50% = pixel number x-axis: 480 / y-axis: 540 on a 1920-1080p counting from bodem left) the mouse movement will start to go slower then your desktop movement and your enemy will rescale and be smaler.

 

So your in-game mouse movement is not linear but your desktop mouse movement obviously is, meaning it's impossible to match your desktop mouse movement with your game across the whole line, but only at one point.

50% matching means that you synchronize your desktop mouse movement with your in-game mouse movement at pixel number x-480 and 1440  / y-540.

So the distance your mouse will travel to reach this pixel is the same between game and desktop. (but only at that point!)

Since this is the middle between the center and the edge of your display it's the best you can do too bring the deviation to a minimal across the whole line.

 

If you would take 100% match it would mean that the synchronization is at the edge of your display.

So the deviation between 0% and 74% will be larger then when you sync at 50%.

100% match will only be more accurate then 50% match once you past the 75% mark,

50% covers more of the spectrum then 100%, and that's why you need to sync at 50% and not at 100% for the most accurate result

 

Amen to that!

Edited by Bernd Matthys
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