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Need slightly more clarification on monitor distance matching


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i kinda tried to follow the instructions on the last page. :huh:  :lol: 

 

360/103 × (10.39145 - 14.85244012689047 percent) = 30.9253 cm

360/51 × (10.39145 - 3.379207309199 percent) = 70.8727 cm

 

360/103 × (13.70445 - 14.85244012689047 percent) = 40.7849 cm

360/51 × (13.70445 - 3.379207309199 percent) = 93.4683

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I've read the post and i'm gonna try to put this info into a practical example here, while i'm quite sure it isn't correct.

 

Goal: Syncronize Overwatch hipfire crosshair speed with Widowmakers scope.

 

Data:

Game: Overwatch

DPI: 640

Sensitivity: 7

FOV Hipfire: 103°

FOV Scope Widow: 51°

Screenresolution: 2560*1440

 

Step 1: Calculate circular arc length (image length)

 

We know the chord which is the horizontal display resolution = 2560p

We know the hipfire angle = 103° or 1.79769 RADS

And we know the scope angle = 51° or 0.89012 RADS

 

That is everything we need to know to calculate the circular arc length since the radius of the circle can be easily calculated.

I'm not gonna make this post endless so here's the result:

Hipfire circle radius = 1635.5566p

Scope circle radius = 2973.2102p

 

So the arc length (3D image) is:

 

Hipfire circle arc length = Radius * Angle (RADS) = 1635.5566 * 1.79769 = 2940.2224p

Scope circle arc length = Radius * Angle (RADS) = 2973.2102 * 0.89012 = 2646.5077p

 

Step 2 % Calculate decrease

 

The % decrease between hipfire arc length and scope arc length is: ((2646.5077 - 2940.2224) / 2940.2224)*100 = 9.9895%

Meaning the scoped image projected on the screen is 9.9895% shorter than the hipfire image.

 

Step 3 Synchronizing both crosshair speeds

 

Hipfire: 103 FOV

sensitivity 7 @ 640DPI = 30.9253 cm 360° Turn

(360/103) = 8.84807 cm to move my crosshair from edge to edge

 

Scope: 51 FOV

This means for scoped = (360/51)*(8.84807- (8.84807*0.09895)) = 56.2768 cm 360° Turn.

 

I'm quite sure this isn't correct at all because that's bloody fast! But it's the first try.

So if there are any people that want to correct this, by all means do :-)

 

Grtz

 

stereo3D has the right idea. Your numbers did not look correct so I had a quick look.

 

Resolution 2560 x 1440

DPI: 640

​Windows: 6

Distance: 10.16 cm to move mouse cursor across screen

 
103FOV

10.16 (360 / 103) = 35.5106796117 100% Monitor Match

360/103 (10.16 - 14.852440126890471%) = 30.2364771837 Matched C speed

51FOV

10.16 (360 / 51) = 71.7176470588 100% Monitor Match

360/51 (10.16 - 3.3792073091990504%) = 69.2941590874 Matched C speed
 
 
As for 3D in game settings, I don't know what overwatch uses to adjust other sensitivities or any other games for that matter. But if each FOV has a linear scale alike the hipfire, then:
 
 
This example will take 106.26FOV (90 4:3) and convert the in-game numeric value to match 63.74FOV (50 4:3)

3D - 3D 106.26 - 63.74

 
106.26 Matched = 46.3581742cm
63.74 Matched   = 86.9018603cm
 

86.9018603  is 187.4574692929542%  of  46.358174271622

Calculate: Sensitivity Numeric Value ( for 106.26FOV) / 1.874574692929542 = Sensitivity Numeric Value (for 63.74)

 

Hope that helps.

 

 

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So if I have a sensitivity I like, in my case my ads from six siege, can I take the edge to edge sensitivity that matches that to match other sensitivities to the speed I'm used to on the ads in siege? Or am I thinking about this the wrong way, I'm not very good with calculations after all? ^^

Edited by iBerggman
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On 26/02/2017 at 19:12, Drimzi said:

I don't think Joshua is the one you should be thanking if you are working out your sensitivity from chord and arc lengths. DNAMTE is the one who originally came up with that idea and worked it all out. We were in discussion over mouse sensitivity for months in steam chat. He was never satisfied with matching distance percentages because it just wasn't matching anything consistently when games have different FOVs. He came up with the solution in January and told me how he worked it out step by step. It wasn't a copy-paste job either, he worked it out from scratch.

Yeah I never came up with the match speed idea, so thank DNAMITE

But if anyone still wants to use the match monitor distance idea then they should follow my advice

 

Makes me think though, how back in the day people were converting sensitivities according to their cm/360, not considering FOV.... Since BF4 came out we had the debate about which monitor distance, but now we've just found out there is an even better method.

Edited by potato psoas
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Yeah I never came up with the match speed idea, so thank DNAMITE

But if anyone still wants to use the match monitor distance idea then they should follow my advice

 

Makes me think though, how back in the day people were converting sensitivities according to their cm/360, not considering FOV.... Since BF4 came out we had the debate about which monitor distance, but now we've just found out there is an even better method.

Yes apologies! I was tired and just woken up when I wrote my thanks! Thanks to everyone who contributed to figuring this out! Aiming has never felt better :D

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  • Wizard

360/103 × (10.39145 - 14.85244012689047 percent) = 30.9253 cm

360/51 × (10.39145 - 3.379207309199 percent) = 70.8727 cm

 

103FOV

10.16 (360 / 103) = 35.5106796117 100% Monitor Match
360/103 (10.16 - 14.852440126890471%) = 30.2364771837 Matched C speed

51FOV

10.16 (360 / 51) = 71.7176470588 100% Monitor Match

360/51 (10.16 - 3.3792073091990504%) = 69.2941590874 Matched C speed

 

I got this up and running in a beta state now, and as far as I can tell, stereo3D has it right here. Correct me if I'm wrong :)
 
DNAMTE, you are calculating the distance to move the mouse across the monitor based on horizontal resolution and DPI. But since the game is the base for the calculation here and not the desktop, you have to reverse calculate this to find a new base. The numbers happen to be very close, but say you are playing with sensitivity 15 in Overwatch instead and the numbers would be very different. 
 
To reverse it I use:
 
-((X/360*Y)/(Z-1))
where
X = 360 distance
Y = FOV
Z = Percentage difference
 
Formula can also be written -(XY/(360*(Z-1)).
 
For sensitivity 7 in Overwatch this would be:
 
-((30.9253247/360*103)/(0.1485244-1)) = 10.3914... cm.
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I got this up and running in a beta state now, and as far as I can tell, stereo3D has it right here. Correct me if I'm wrong :)
 
DNAMTE, you are calculating the distance to move the mouse across the monitor based on horizontal resolution and DPI. But since the game is the base for the calculation here and not the desktop, you have to reverse calculate this to find a new base. The numbers happen to be very close, but say you are playing with sensitivity 15 in Overwatch instead and the numbers would be very different. 
 
To reverse it I use:
 
-((X/360*Y)/(Z-1))
where
X = 360 distance
Y = FOV
Z = Percentage difference
 
Formula can also be written -(XY/(360*(Z-1)).
 
For sensitivity 7 in Overwatch this would be:
 
-((30.9253247/360*103)/(0.1485244-1)) = 10.3914... cm.

 

 

So the result of this calculation is used as the new "edge to edge" distance in the previous calculation that dnamite has been using?

 

FYI: i made a spreadsheet for this calculation on excel if anyone wants it before dpi wizard gets it up and running on the site.

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  • Wizard

I've finished most of the 3D to 3D conversions for the next version (output is missing some comparable numbers still), and this is how it works on some of the questions asked here. Do note that there will be some discrepancies compared to previously posted numbers due to rounding and limited fine tuning of some sensitivity settings.

 

for example lets say my base game Counter Strike go i use this:

 

Sensitivity: 2.9

Mouse DPI: 400

WPS 6 (Disabled accel in windows)

Monitor 27"

FOV 90

 

So now i want to have the same aim on overwatch for ex...? What match i have to use 0% 25% 65% 100% ????

csgoowspeed1.PNG

 

Goal: Syncronize Overwatch hipfire crosshair speed with Widowmakers scope.

 

Data:

Game: Overwatch
DPI: 640

Sensitivity: 7

FOV Hipfire: 103°
FOV Scope Widow: 51°

Screenresolution: 2560*1440

overwatchspeed1.PNG

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I got this up and running in a beta state now, and as far as I can tell, stereo3D has it right here. Correct me if I'm wrong :)
 
DNAMTE, you are calculating the distance to move the mouse across the monitor based on horizontal resolution and DPI. But since the game is the base for the calculation here and not the desktop, you have to reverse calculate this to find a new base. The numbers happen to be very close, but say you are playing with sensitivity 15 in Overwatch instead and the numbers would be very different. 
 
To reverse it I use:
 
-((X/360*Y)/(Z-1))
where
X = 360 distance
Y = FOV
Z = Percentage difference
 
Formula can also be written -(XY/(360*(Z-1)).
 
For sensitivity 7 in Overwatch this would be:
 
-((30.9253247/360*103)/(0.1485244-1)) = 10.3914... cm.

 

 

I think I misunderstood what the question was trying to achieve.

 

 

103FOV

10.16 (360 / 103) = 35.5106796117 100% Monitor Match
360/103 (10.16 - 14.852440126890471%) = 30.2364771837 Matched C speed

51FOV

10.16 (360 / 51) = 71.7176470588 100% Monitor Match

360/51 (10.16 - 3.3792073091990504%) = 69.2941590874 Matched C speed

 

 

That is the result of 640 DPI @ 2560x1440 synced 2D - 3D - 3D. The in game sensitivity from the above settings was around 7.1~ (overwatch)

 

Obviously if you wanted to match 7 sensitivity exactly the DPI value is unobtainable and therefore 2D - 3D match incompatible with the standard windows multiplier.

 

The formula works great though!

 

-(((30.2364771837÷360)×103)÷(0.14852440126890471-1)) = 10.16cm

 

Great work :D 

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Allright second try  :D (Using DNAMITE methode)

 

So in my previous calculation my arc distance was correct, but i didn't convert back to desktop like i should.

I will use pixels again, like in my previous calculation.

 

data:

Game: Overwatch

Sens: 7

DPI: 640

Res: 2560*1440

FOV hipfire: 103

FOV Scope: 51

 

Step 1: Calculating Arc distance (Image length)

 

We know the chord which is the horizontal display resolution = 2560p
We know the hipfire angle = 103° or 1.79769 RADS
And we know the scope angle = 51° or 0.89012 RADS

 

To skip in calculations this means that:

 

Hipfire circle radius = 1635.5566p 

Scope circle radius = 2973.2102p

 

So the arc length (3D image) is:

 

Hipfire circle arc length = Radius * Angle (RADS) = 1635.5566 * 1.79769 = 2940.222467p

Scope circle arc length = Radius * Angle (RADS) = 2973.2102 * 0.89012 = 2646.507707p

 

Step 2: Calculating % difference with chord (2D desktop)

 

Hipfire 103FOV: ((2940.2224-2560) / 2560)*100 = 14.8524011%

Scope 51FOV: ((2646.507707-2560) / 2560)*100 = 3.3792073%

 

Convert to cm

2560p @ 640DPI = 2560/640 = 4 Inch or 10.16 cm

For hipfire: 360°/103FOV (10.16cm - 14.85244011%) = 30.236477 cm to match chord (desktop) speed
For Scope: 360°/51FOV (10.16cm - 3.3772073%) = 69.294159 cm to match chord (desktop) speed
 
in %
(69.294159 / 30.236477) * 100 = 229.1740502704%
 
Step 3: Calculate sensitivity
 
Scope sensitivity = Hipfire sensitivity * 229.1740502704%
= 30.9253 cm * 229.1740502704% = 70.872762 cm
 
And if you use the distance calculator and put in this value for Widow scope you get.
 
Sensitivity: 7
Relative Aim Sensitivity While Scoped: 44
 
Which is the same as the Wizard posted earlier.
But that doesn't mean it's correct for all other sensitivities.
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  • Wizard

All the maths of the Viewspeed function are done now (2D-3D, 3D-3D and 3D-2D).

I need to add some error checking, fix the output and adjust some scripts. Should be done at least by the end of the weekend!

 

All tough most relevant information is posted in this topic, I will also make a summary of it explaining the method and how it works.

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Here are my thoughts in trying to maintain a constant tangential velocity between different FOV's, this could be be totally wrong and these are just my thoughts.

 

 

The following equation describes how to convert a screen width (W) to its respective arc length (L) at a particular FOV (theta):

 

L = W + W[(theta - 2sin(theta/2))/(2sin(theta/2))]

 

The following equation constructs a circle with a particular circumference ( C ) from the previously calculated arc length (L) at a particular FOV (theta):

 

C = (360/FOV)(L)

 

The following equation describes the factor increase (X) from a circumference of a circle constructed at a particular FOV to a circumference of a circle constructed at a relatively smaller FOV, basically the factor increase from C1 to C2:

 

X = (C2 - C1)/C1

 

The equation for tangential velocity (V) is:

 

V = (radius)(angular velocity)

 

and since circumference is linearly related to radius:

 

C = (2)(pi)(radius)

 

Therefore if the constructed circles circumference increases by a factor of X from 1 FOV to another, then the angular velocity must decrease by a factor of X from 1 FOV to another. Vice versa.

 

 

These are just my thoughts at attempting to match tangential velocities between 2 FOV's, and like I stated at the beginning of my post, I could be totally wrong.

 

Thx for reading. ( :

Edited by IX_TASTY_XI
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