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Oh Deer

The sensitivity slider is not accurate, expect some discrepancy. Use the config file for best accuracy.
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Fractal Block World

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

The sensitivity slider is not accurate, expect some discrepancy.
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Red Dead Redemption

All aims use the same sensitivity setting, choose the sensitivity for the aim you prefer to be matched.
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Star Wars: Knights of the Old Republic II - The Sith Lords

Just added!
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Instructions


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  • Wizard

In this guide, we will provide detailed instructions on how to use every feature of the calculator. While some fields may be straightforward, others may be more complex and require further explanation. The following instructions will cover the four main sections of the calculator: Calculator Settings, Input, Calculations, and Game Info. We will provide examples of each section's functionality and address common questions that may arise.

It's important to note that the numbers and selections provided in these instructions are purely for illustration purposes. You will need to use the appropriate values for your specific games. If you have any questions or encounter any issues, please don't hesitate to reach out and ask for clarification.

Index

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Calculator Settings

Layout
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The layout of the Calculator Settings can be adjusted using the buttons on the right side of the Calculator Settings header. The available options are:

  • image.png - Stacked: This option stacks all the elements vertically with a defined maximum width.
     
  • image.png - Grid: This option aligns the Calculator Settings and Input side by side, and places the Calculations and Game Info sections side by side below them. This layout will use the full available width.
     
  • image.png - Full Width: This option is like Stacked, but with no maximum width.

Note that the layout options are only visible when the horizontal resolution of the window is above a certain size. If the window is too small, the layout will automatically switch to Stacked.

The selected layout is stored in your browser, not in your saved entries.

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In addition to this you can collapse the sidebar by clicking on the three lines located in the top navigation bar to make more room for the calculator.

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Once collapsed, the three lines will turn into an arrow which can be clicked to expand the sidebar again.

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Additionally, you can choose between five different themes by using the theme-picker located next to the sidebar collapse button. The theme-picker offers two dark and three light themes for you to choose from. Select the theme that best suits your preference by clicking on it.

Saved entries
This is a list of all the entries you have saved. This is only available for Premium Members. You can control these entries using the following buttons:

  • image.png - Load the selected entry. Entries will also be automatically loaded when you select them.
     
  • image.png - Save all entered data to the selected entry.
     
  • image.png - Add a new entry. Check the "Default" box to set this input as the one that loads by default when you open the calculator. Any previously set "Default" boxes will be unchecked to ensure that only one input is active.
     
  • image.png - Edit the selected entry to change name or select it as the default to load.
     
  • image.png - Permanently delete the selected entry.
     
  • image.png - Create a link to share the current calculation with others.

Mode
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The sensitivity calculator has three modes: Default, Simple, and Advanced. Default and Advanced modes have the same options available, but the latter displays more information in the calculation output. Simple mode hides many options and uses predefined values. Here's how it works:

Any fields that can be locked to a default value will be hidden in Simple mode. Additionally, the Auto FOV function is disabled, and secondary sensitivity and multiplier fields use the game's default values.

Please note that some conversions may not be possible in Simple mode since the secondary sensitivity and multiplier fields are hidden and forced to default values. WPS is locked to 10 (6/11), and special options are locked to a pre-selected setting, which will be displayed in the output. FOV Type is also locked to the game's native FOV type.

For Normal conversions, 360 distance is used. ADS, scope, and Windows / 2D conversions will use MDV 0%. The output in Simple mode is simplified to show only the sensitivity, 360 distance, config FOV, and special options.

When switching back to Default or Advanced mode, all the Simple mode settings are retained.

Units
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Select the unit of measurement (inches, centimeters, or counts) to use for both distance input and calculation output. Changing this setting will not affect the monitor size input, as inches are commonly used for this measurement worldwide.

Conversion Source
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You can base your calculation on either the existing sensitivity from a game or a specific distance.

If you choose to use sensitivity, you must fill in all of the unlocked sensitivity and multiplier fields for the game you are converting from. This will serve as the basis for all conversions.

When using distance, the "Multiplier 2" field will change to a distance field. This field can be either in centimeters, inches, or counts depending on your unit selection. Enter your desired 360 distance, and the calculator will use this as the basis for all your calculations. For 2D games and Windows, enter the distance you want to move your mouse to move the pointer from edge to edge for horizontal conversion methods or top to bottom for vertical methods.

The red text will indicate whether the distance you enter is for 360 distance:
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Or for 2D movement:
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Sort By
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You can change how the list of games is sorted in two ways:

  • Name - Sort alphabetically by game name
  • Engine - Grouped by the game engine they use, then sorted alphabetically

If you choose to sort by game engine, you can also search for specific engine names.

Y Sensitivity
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If you prefer a different vertical sensitivity than horizontal sensitivity, you can configure it by defining a desired Y sensitivity. This option will only have an effect on games that support a different vertical sensitivity. You have three options for configuring this:

  • 1:1 - This is the default setting and maintains the same 360 distance for the vertical axis, resulting in a 1:1 ratio.
  • Scale - This unlocks the Y Scale field where you can enter your desired Y sensitivity scale. For example, if you enter 70%, the Y sensitivity value will be 70% of the X sensitivity, resulting in a longer/slower 360 distance.
    image.png
  • Custom - This option lets you set the preferred Y sensitivity for each aim category. The available options for the Y Axis are the same as those for the X Axis.
    image.png

Auto FOV
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This function helps you achieve the same FOV in every game. It automatically calculates and fills in the target FOV for the game you select. If Auto FOV is set to "On", the Target FOV and FOV Type fields will be enabled, allowing you to enter your desired FOV value.

When you change the Target FOV or FOV Type, the calculated FOV for the game will be filled in and overwrite any previous FOV value you entered.

To prevent invalid calculations, the Target FOV is calculated using both the minimum and maximum FOV values, with correct rounding. This ensures that the calculated FOV is as close as possible to your target FOV.

  • If the target FOV is below the minimum value, the minimum FOV will be used, and a message will be displayed:
    FOV is set to minimum as target FOV is below minimum.
  • If the target FOV is above the maximum value, the maximum FOV will be used, and a message will be displayed:
    FOV is set to maximum as target FOV is above maximum.
  • For games that have not yet been updated with a valid FOV range, the following message will be displayed. This means you will need to manually check whether the calculated FOV is valid:
    FOV range unknown, verify that the calculated Config FOV is valid!
  • If a game has a locked FOV, you will receive a message indicating that the target FOV could not be matched:
    FOV is locked, unable to match target FOV.
  • Finally, for games that require a mod to set the FOV, this message will be displayed:
    A mod is required to set this FOV!

Conversion setup
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You can configure which conversion methods to use for different aims in this section. The idea behind this feature is to avoid changing conversions depending on what you are converting. This conversion mapping is also necessary to handle multiple simultaneous calculations using the "All" aims.

The active conversion method(s) for your selection will be highlighted in blue. There are four categories available:

  • Hipfire / Look - Hipfire, look or default sensitivity.
  • ADS - Aim down sights, targeting, ironsight, holo, red dot, reflex etc, and scopes less than 2x zoom.
  • Scope - All scopes that are more than 2x zoom.
  • Windows / 2D - Windows and 2D games like osu and LoL.

Percentage field
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The conversion method selection is followed by a percentage field, and this field will only be enabled if a Monitor Distance conversion method is selected. For more info about this field, see the MDH section.

Scale/Power field
image.png  image.png

This field is only enabled for ADS and Scope using a Monitor Distance conversion method, and for the Y Axis using Scale.

For MDHMDV and Scale his field will be labeled "Scale", and the sensitivity will directly scale to this value. For instance will 50% scale the sensitivity to twice the distance. This value has to be above 0.

For MDD the field will change to "Power", and the value will work as an exponent for the conversion. Also this value has to be above 0.

Conversion methods
There are nine different conversion methods to choose from:

360° Distance
image.png
This will calculate the distance you need to move your mouse to do a full 360-degree rotation. This conversion method is most commonly used for hipfire/look and sometimes for targeting/ADS. However, using it for more powerful scopes will make them very sensitive and may make it difficult to aim precisely.

The advantage of this conversion is that you will have the exact same movement for navigating around, such as turning 90 degrees around a corner or 180 degrees to look behind you. The drawback is that precisely aiming at something on your screen will be different depending on your FOV. This conversion is not available for Windows or 2D games.

The percentage and scale fields will be locked when using this conversion method, as they do not apply to it.

Monitor Distance - Horizontal (MDH)
image.png

This conversion allows you to match your mouse movement exactly to a specific point on the horizontal axis.

Setting the MDH percentage to 0% means that the speed of tracking a moving target will be the same.

Setting the MDH percentage to 50% means moving the crosshair to aim at 50% of the distance between the crosshair and the edge of the monitor is the same.

Setting the MDH percentage to 100% will match the movement to aim at something at the edge of the monitor.

Anything above 100% is an imaginary spot beyond the edge of the monitor. So for instance, 200% means a spot twice the distance from your crosshair to the edge of the monitor.

  • This calculation will be affected by the change of the Actual HFOV of the aim you have selected.
  • You can also use negative values like -100%, which reverse the difference between 0% and 100% to calculate the same scale backwards.
  • Scale will add a scaling factor to the conversion. For instance, 90% will make all conversions 10% shorter (i.e. slower).
  • You can enter "auto" in the percentage field instead of a specific value. This tells the calculator to use the relationship between the input FOV and output FOV as the monitor distance. For example, when converting from 90 to 45 degrees, the result will be 50%. When converting from 120 to 30 degrees, the result will be 25%.

Monitor Distance - Vertical (MDV)
image.png
This is exactly the same as the horizontal monitor distance, but is instead using the vertical FOV. This is the method used by games like the Battlefield series with their USA setting and the Call of Duty: Modern Warfare series with their Relative ADS Mouse Sensitivity.

  • This calculation will be affected by the change of the Actual VFOV of the aim you have selected.
  • You can use negative values like -100%, which reverse the difference between 0% and 100% to calculate the same scale backwards.
  • Scale will add a scaling factor to the conversion. So for instance 90% will make all conversions 10% shorter (i.e. slower).
  • You can enter "auto" in the percentage field instead of a specific value. This tells the calculator to use the relationship between the input FOV and output FOV as the monitor distance. For example, when converting from 90 to 45 degrees, the result will be 50%. When converting from 120 to 30 degrees, the result will be 25%.

Monitor Distance - Dynamic (MDD)
image.png

This conversion method scales the monitor distance based on a limit (i.e., the maximum monitor distance throughout the scaling) and a power factor.

  • Setting the power factor to 0 means that the scaling is equal to the limit, but the minimum accepted value is 1. The higher the power factor, the more the scale moves towards 0% scaling. Sensible power factors are between 10% and 300%.
  • This method is ideal for those who find 0% scaling too slow for more powerful scopes but fine for ADS.
  • You can visualize the scaling by using this graph.
  • The original post has more in-depth information about this method, which was suggested by @TheNoobPolice.

Viewspeed - Horizontal
image.png

This is a dynamic conversion using the relation between the horizontal arc and chord to calculate the sensitivity. It will typically end up being close to MDH 70%.

  • For more detailed information on this method, which was suggested by @DNAMTE, be sure to check out the original post.

Viewspeed - Vertical
image.png

This is a very complex dynamic calculation using the vertical axis, and will typically be close to MDV 133% or MDH 75%.

  • This method was proposed by @Drimzi, and the original post provides additional in-depth information.

Jedi's Trick - Horizontal
image.png

This method is using the average 360 distance between MDH 0% and MDH 100% for the conversion.

  • This method is non-reversible. Meaning you will not get the same result if you convert from A to B and back to A again.
  • @MacSquirrel_Jedi is the source of this method, and you can find more detailed information about it, both horizontal and vertical, in the original post.

Jedi's Trick - Vertical
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This is just like the horizontal version of Jedi's Trick, but it uses MDV instead.

Scale
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The "Scale" option is only available for the Y axis sensitivity when it is set to "Custom". With this selection the Y axis will scale to the corresponding X axis using the scale.

Automatic Monitor Distance placeholders
For games that support the monitor distance coefficient, the value corresponding to the selected monitor distance, or the closest average value for viewspeed and Jedi's Trick, will be set as a placeholder for the coefficient. This is based on the scope settings only. The placeholder value can be overwritten by entering your own coefficient in the field, but using the calculated value is recommended.
image.png

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Input

Convert from
image.png

Here you select the game you want to convert from. By default, the list is sorted alphabetically, but you can choose to group the games by engine based on your "Sort By" selection.

If you are logged in, you can also mark games as favorites to have them appear at the top of the list. You can search through the list using the search bar, and the search term will match any part of the game name.

Convert to
image.png

Select what game you want to convert to here. This list behaves exactly like the "Convert from" list.

Aim
image.png

Select the aim you want to convert sensitivity from or to. Some games only have one aim (such as Hipfire or Look), while others have several different aims like ADS, scopes or vehicles. Usually, each aim has its own sensitivity setting. However, note that some aims may share settings with each other, meaning you have to choose one of them to use for your calculation.

For games with multiple sensitivity settings (such as hipfire, ADS, scope, etc.), an "All" option will be available in the aim selection. Choosing this option will instantly calculate all the sensitivity settings for the game without going through each aim option and making sure all settings match.

For games that have scope sensitivity but lack granularity (such as separate sensitivity for each scope), the corresponding aim/scope for the calculated sensitivity will be shown in parenthesis after the sensitivity value in the output when using the "All" conversion. This means you have to choose which one to use.
image.png

Sensitivity 1, Sensitivity 2, Multiplier 1, Multiplier 2
These fields will be enabled or disabled depending on the aim you select. You must enter a number into all enabled fields. These numbers are either the default values for the game, or sensitivity settings you already have set in the game. Default values will be automatically loaded as placeholder values. The output and game info will show you what sensitivity setting go where, and what the valid range is. The default values will in most cases work fine, but make sure that your game configuration matches!

If a field is disabled it is either not in use, or the value for this field will be calculated and is shown in the output.

For instance if you convert from the 3.00X Zoom Sensitivity aim in Battlefield 2042, all fields will be enabled. This means that you must find all the values listed in the output, and enter them into their respective field. 
image.png

In this example:
image.png

  • Sensitivity 1 is the GstInput.MouseSensitivity value, and have a valid range of -0.0049 to 1.
  • Sensitivity 2 is the GstInput.UniformSoldierAimingCoefficient value, and have a valid range of 0 to 3.
  • Multiplier 1 is the GstInput.SoldierZoomSensitivityAll value, and have a valid range of 0.1 to 2.
  • Multiplier 2 is the GstInput.SoldierZoomSensitivity3x00 value, and have a valid range of 0.1 to 2.

When there's no value in the input field for a sensitivity, the output will show you what parameter it expects:

image.png

This means a necessary value is missing, and you must enter it in the Sensitivity 1 field. The red numbers show you the valid range for the sensitivity, in this case going from -0.0049 to 1. If you enter a number beyond this range, the output will tell you which sensitivity is out of range, and the maximum or minimum value:

image.png

You must adjust the sensitivity accordingly.

All these values can be found in the config file listed in the game info. In some cases the value is not added to the config file unless it is changed in-game, if so you can use the default value or change it in-game to reveal the value in the config file.

The Multiplier 2 field will change to a distance field if you select to use Distance as the conversion source. Enter the distance you want to calculate sensitivity for here, and if any other sensitivity or multiplier fields are enabled you must enter the required values.

DPI
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DPI (Dots Per Inch) is a measure of the sensitivity of your mouse, indicating how many dots (or pixels) your cursor will move on the screen for each inch you move your mouse physically. Although the correct term is technically CPI (Counts Per Inch), the term DPI is more commonly used by both consumers and manufacturers. Some mice only have one preset DPI setting, some can change between a few preset values and others have drivers that let you set exactly the value you want.

Enter the DPI of your mouse into this field. The entered value for the input game will be duplicated as a placeholder value for the output game so you don't have to fill it out twice if you use the same DPI. If you want to change DPI for the output game, simply overwrite the placeholder value.

If you do not know what your DPI is, use the DPI Analyzer to measure it.

Special Option 1 and Special Option 2
These two field will dynamically change depending on the game and location you select. These options are important to the sensitivity calculations, so pay attention to them. They can be options like settings in the game that affect the sensitivity, different game modes or different version of the game.
image.png

Resolution
Resolution is an important factor when calculating FOV, a key component of sensitivity calculations. In some games, sensitivity is even directly influenced by resolution. If possible, the calculator will detect and pre-fill your current desktop resolution as a placeholder. If you are not using a Windows or MacOS device, the calculator will automatically use a resolution of 1920x1080. If the placeholder resolution is incorrect, enter the resolution you use in the game.

Aspect Ratio
To simplify input for those who play with custom aspect ratio, the calculator has native support for configuring this. 

This means that you enter your monitor's native resolution, then select the aspect ratio you use.

  • Stretched is the aspect ratio stretched out to the entire resolution of your monitor.
  • Black bars is either black bars on the sides, or letterbox i.e. black bars on top and bottom.

Important: Changing aspect ratio does not necessarily change anything in your calculation! 360 distance will always stay the same, and if you're using a vertical matching method stretching horizontally does not change anything and vice versa.

The "Actual FOV" in the output will show you the FOV for your aspect ratio.

For instance those who play CSGO with 4:3 stretched on a 1920x1080 monitor do like this:
image.png

image.png

If you play with black bars, select this:
image.png

image.png

If you're on an ultrawide monitor and there's a game that does not support 21:9 but maxes out at 16:9, do this:
image.png

image.png

Likewise on a 16:10 monitor with a 16:9 game (so you have black bars on top and bottom):
image.png

image.png

Focal length
This is a function available in the Aspect Ratio box of the output game. What this does is calculate the correct resolution you need to set (with black bars) to keep the same focal length based on your FOV. This is useful for games that does not support FOV change.

Monitor
image.png

Enter the size of your monitor. This value is not used in the sensitivity calculation unless you enter different sizes and/or aspect ratios for the input and output game. If you do enter different values, the calculator will adjust for any differences in size and aspect ratio.

  • 360 distance will be the same, as it doesn't change based on monitor size or aspect ratio.
  • The horizontal matching methods will take into account the horizontal size of the monitor.
  • The vertical matching methods will take into account the vertical size of the monitor.

This means that if you go from a 24" to a 27" 16:9 monitor, both horizontal and vertical will give you the same result.
However if you go from a 27" 16:9 to a 35" 21:9 the vertical sensitivity will stay about the same, while horizontal will account for the extra width.

WPS
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WPS (Windows Pointer Speed) is the sensitivity setting for your mouse in Windows. The WPS value can be set in three different locations depending on the version of Windows you are using.

  • In Settings: Go to Settings -> Bluetooth & devices -> Mouse -> Mouse pointer speed
    This slider has 20 steps (1-20), where 10 is the default value. The current value is shown when you move the slider.
    image.png
     
  • In Control Panel: Go to Control Panel -> Hardware and Sound -> Mouse -> Pointer Options -> Motion -> Select a pointer speed
    This slider has 11 steps (1-11), where 6 is the default value. These values are noted in parenthesis, where 6/11 is the default value.image.png
     
  • In Regedit: Go to HKEY_CURRENT_USER\Control Panel\Mouse\MouseSensitivity
    This method supports values from 1 to 20
    image.png

If the game supports raw mouse input, this field will be disabled. With raw mouse input enabled, the sensitivity in Windows will not affect the sensitivity in the game. It is always recommended to enable raw mouse input if supported by the game.

If the game does not support raw mouse input, the WPS field will be enabled, and you must set it to the correct value according to your settings in Windows. "Enhance pointer precision" must not be enabled if the game does not support raw mouse input. This option enables acceleration, which makes all calculations invalid.

FOV and FOV Type
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Field of View (FOV) is an essential aspect of sensitivity calculations, as it can directly impact the 360 distance, and because Monitor Distance, Viewspeed, and Jedi's Trick calculations are all based on FOV. These fields can also be used as a conversion tool.

FOV can be expressed in various ways, which is where the FOV Type field comes in. This field automatically updates to the correct FOV Type for the game you select, and the default FOV will be used as a placeholder value. It's crucial to ensure that you change the FOV value if you've modified it in the game, as this can have a significant impact on the accuracy of the calculations.

It's essential to note that the different FOV Types are not associated with your aspect ratio; rather, they indicate how the game calculates FOV.

The different FOV Types are:

  • Hdeg 4:3 - Horizontal Degrees based on 4:3 aspect ratio.
  • Hdeg 16:9 - Horizontal Degrees based on 16:9 aspect ratio.
  • Hdeg Res - Horizontal Degrees based on your configured resolution and aspect ratio.
  • Vdeg - Vertical Degrees.
  • Hrad 4:3 - Horizontal Radians based on 4:3 aspect ratio.
  • Hrad 16:9 - Horizontal Radians based on 16:9 aspect ratio.
  • Hrad Res - Horizontal Radians based on your configured resolution and aspect ratio.
  • Vrad - Vertical Radians
  • Multiplier - Various multipliers that does not directly indicate the FOV.

The following explanations will only cover degrees, as the concept is exactly the same for radians. Radians are just another way of expressing angles, where 1 degree = π/180 radians.

Hdeg 4:3 - Horizontal Degrees based on 4:3 aspect ratio
This is commonly used by older games that pre-dates 16:9 monitors being common, like Counter-Strike: Global Offensive (CSGO) and older Call of Duty games. Some newer games also use this since so many gamers are used to it from CSGO etc.

The way this works is that the FOV value you configure is only true for the 4:3 portion of the monitor. If you use a different aspect ratio, the extra width will be added on making the FOV effectively wider, while the 4:3 portion stays the same. 

In the example under the FOV in CSGO is configured to 90, which means it will be 106.26 in 16:9:

hdeg43csgo.jpg

Hdeg 16:9 - Horizontal Degrees based on 16:9 aspect ratio
This is used by a lot of newer games, and works exactly like Hdeg 4:3, except the value you configure is for the 16:9 portion of the monitor.

As the image under shows, when Quake Champions is configured with an FOV of 120, it will be extended to 133.17 for 21:9.

hdeg169qc.jpg

Hdeg Res - Horizontal Degrees based on your configured resolution and aspect ratio
This method locks the horizontal FOV to the configured value, regardless of aspect ratio. So in Terminator Resistance, setting the FOV to e.g. 95 means the horizontal FOV will be 95 for all aspects ratios, while the vertical FOV changes:

hdegrestr1.jpg

Vdeg - Vertical Degrees
By locking the vertical FOV to a specific value, this method will adjust the horizontal FOV based on your aspect ratio. So in Battlefield V with the FOV configured to 55, this will be the horizontal FOV in 16:9 and 21:9:

vdegbfv.jpg

Multiplier
Some games use a FOV value that does not directly indicate the actual FOV. This can be as straight forward as:

  • 1 = 90 Hdeg Res and 1.1 = 99 Hdeg Res etc
  • 0 = 43 Vdeg and 10 = 53 Vdeg etc

But other games use multipliers that are a lot more complex, like for instance calculating the FOV differently depending on your aspect ratio. When you select a game that uses a multiplier, the FOV Type will switch to "Multiplier" and you can enter the multiplier value. The calculator will calculate your actual FOV in the output.

Converting FOV
When you switch FOV Types, the FOV value will automatically be re-calculated (based on your resolution input), and rounding, minimum and maximum values of the default FOV Type applied, to keep the actual FOV as close as possible within the limitations of the game. This way you can check what the FOV is in the different types.

It is recommended to always use the same FOV for your games whenever possible. Some games do not allow you to change FOV, but when you can you should match them. The way you do this is to find one specific FOV you like (you can not use a multiplier for this), let's for instance say CSGO's default FOV of 90 Hdeg 4:3.

When you want to convert this FOV to other games, simply select Hdeg 4:3 and enter 90 for the game, and check the output for the Config FOV. This is what you need to configure in the game to get the same FOV.image.png

Location
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Select the location for your sensitivity. This is typically in-game or config file, but can also be regedit, console, memory editor or save files requiring third party tools. The location in Default or Advanced mode will default to config file when available, as this is the most accurate place to set the sensitivity. For Simple mode the default is in-game when available, as this is the easiest place to set the sensitivity.
Sensitivity might be completely different depending on the location, so it's very important to select the correct one.

Swap
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Located between the "Convert to" and "Convert from" sections, there's a swap button represented by two opposing arrows. Clicking this button will reverse the calculation, making the "Convert from" game the "Convert to" game, and vice versa. The calculated sensitivity for the previous "Convert to" game will be automatically filled in, while keeping all other values intact.

Clear Input
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The "Clear input" text button will clear everything entered for either the "Convert from" or "Convert to" sections.

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Calculations

The calculations section will show you all the sensitivity, FOV and distance output for both the game you are converting from and to.

Sensitivity 1, Sensitivity 2, Multiplier 1, Multiplier 2
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The sensitivity and multiplier output displays the name of the setting and the calculated or entered value. Blue numbers represent values that you have entered into the fields or default placeholder values. Green numbers represent calculated values based on the conversion setup. Your game configuration must match all these numbers exactly for the sensitivity to be correct.

If the blue text in parenthesis is shown after the sensitivity, it indicates that the same sensitivity setting is used by two different scopes (like 6X and 7X in the screenshot both use the 6.00x Zoom Aim Sensitivity value). In this case, you must choose which scope you want to match the sensitivity for.

The blue text may also indicate that two scopes with different stated magnification powers are actually identical, as with the 3.4X and 3.5X in the screenshot.

 

 

 

If you use Monitor Distance for the calculation you will see what this distance is equal to in degrees, crosshair movement and mouse movement.The mouse movement is what the calculator attempts to match between the games, so for the output game you will also see a discrepancy tell you how far off the calculated sensitivity is. This discrepancy (if any) is due to the lack of precision/decimals in the game. Using 0% monitor distance will not show any of this as it's impossible to calculate for 0%.

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When using Viewspeed Horizontal or Vertical you will instead see a Base Length. This is the value that is being matched, and is not a physical property you can test and measure.

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If 360 distance is what you use, you will along with the 360 distance calculation also see the discrepancy.

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The last three lines are FOV calculations. Config FOV show you the FOV value you must configure in order to get the FOV you have entered in the input. This can either be the exact same value as your input, or a calculated value based on a different FOV type. The Actual VFOV and Actual HFOV tells you the real vertical and horizontal FOV.

image.png

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Game Info

The game info section lists a lot of important information about the game and sensitivity.

Config file
This is the file you need to edit to set the sensitivity.

Path
The location of the config file, a lot of the times with a Windows variable like %USERPROFILE% which is automatically resolved to a specific path on your computer. If an absolute path is used, C is used as the drive in the path, but you need to replace this if you use another letter for the drive the game is installed on. Sometimes the path will only say something like INSTALLFOLDER, where you have to find out where the game is installed.

Location
If the sensitivity is set in-game, the location will point the where in the menus you can find the sensitivity.

Sensitivity 1, Sensitivity 2, Multiplier 1 and Multiplier 2
The default, minimum and maximum values for each sensitivity variable is shown here, along with their respective name. 

Notes
Any important information regarding the game and sensitivity will be mentioned here. This can be specific instructions on how to set the sensitivity or information regarding sensitivity issues with the game.
The following icons will indicate what kind of informations is listed:
checkmark.png = Some configuration you have to do to make the sensitivity work correctly.
cross.png = Information about limitations, bugs or similar regarding the sensitivity.
info.png = Information about how to set the sensitivity or FOV, or some general useful information.

Default FOV
The FOV variable name, default value and FOV Type will be shown here.

FOV Notes
This will show you instructions on where to set the FOV, or if the FOV is locked and cannot be changed.

Affected by
This sections will tell you if the hipfire sensitivity will change 360 distance based on the FOV, and if the sensitivity is affected by the sensitivity settings in Windows (WPS).

Engine
Shows you what game engine the game uses.

Added
Date the game was added to the calculator.

Updated
Date the game was last updated.

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  • Wizard

So you're ready to convert, but you have a few questions. Here are the most common questions answered!

Q: What is the best conversion method?
A: The simple answer is that there is no best method. Everyone is different and have their own preference, so the best we can do is to give some general guidance. The default conversion setup should work well for a lot of people, but it doesn't suit everyone. Try the different methods if the default selections does not work for you.

Q: How do I get hipfire and scope 1:1?
A: A 1:1 sensitivity match is only possible if the actual horizontal FOV is identical. If it's different, as it will be with ADS and scopes, you can only match one specific property between them. If you match 360 distance, aiming will be different. If you match MDH 0% tracking will be the same, but flicks and 360 distance will be different. If you match MDH 100%, tracking will be different as well as any other MDH percentage and of course 360 distance.

Q: Why is the calculator asking me to input sensitivity or multiplier values? Aren't those supposed to be calculated?
A:
 Many of the sensitivity calculations require multiple different input values to calculate the sensitivity. These values can be a secondary sensitivity value like here, where you basically can use any valid number. The default value should work, but lower values will give you better calculation accuracy.image.png
So the output here is telling you to enter a value into the Sensitivity 1 field, what the variable is called in the config file and the valid range.

The second type is an already calculated sensitivity you need to enter. For instance if you try to convert your CSGO AWP zoom sens and want it based on Overwatch hipfire, it will look like this:

image.png

Sensitivity 1 is the hipfire sensitivity for CSGO, so you need to calculate that value first:

image.png

Then you can do the zoom calculation:

image.png

For a lot of these values (except for hipfire), the default values for the game will be filled in as placeholders.

This is also a great way to show how the "All" conversion works, as it does all this in a single go:

image.png

Q: Why is the calculated ADS/scope sensitivity wrong compared to what I actually have when I select an "All" aim for the input game?
A: This means that the conversion setup does not match your current game settings. You need to adjust the conversion setup for the aims so it lines up with your preference. Do this by adjusting the percentage values until it matches. If you can't get it to match it means that your preference is beyond the scope of the conversion methods, and you need to convert ADS and scopes separately. 

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  • Wizard

Time to convert! So where do you start? First of all, do you want to calculate the sensitivity for a game based on a 360 distance, or do you want to calculate the 360 distance and sensitivity based on existing settings?

A key point either way is that all the sensitivity calculations for hipfire (for the output game) and aims (for both games) will be based on the hipfire or distance for the input game. For this reason it is highly recommended that you always use the same source for all your calculations to maintain the best consistency.

All numbers and selections in these instructions are examples only, you need to find the correct ones for your games.

Using distance as input

Select "Distance" in the "Convert from" dropdown, and enter the 360 distance you want in the "Distance" box. This distance will either be inches or centimeters depending on you unit selection. Select a game and aim, enter your DPI and set the special options (if any) to match your settings. Make sure the resolution is the same as you are using, and input the FOV as you have it configured in the game. Finally select the location you want the sensitivity calculated for if there are multiple options.

If you select an "All" aim, the hipfire sensitivity will be calculated to match the distance, while all the aims will be matched to this hipfire sensitivity using the conversion methods in the setup.

image.png

If you select an ADS or scope aim, the calculation will show you the sensitivity for this specific aim to be the distance you input.

image.png

Converting to a game is the same for both distance and sensitivity input, so that will be covered in the next section.

Using sensitivity as input

The most common way to convert sensitivity is by using the settings from a game you are happy with the sensitivity in, so you want this transferred to other games. Start by entering all the settings from the game you want to use as a source, then select an output game and fill in the necessary information. FOV is again very important to get exactly right, either enter the FOV exactly as you have it in the game, or calculate the FOV and configure it in the game.

image.png

In the this example the FOV's of the games are  matched, which is highly recommended when it is possible.

But for games with a very narrow FOV range or no FOV options at all, beware that everything is matched to hipfire of the input game, so in this case:

image.png

The Targeting and Scope sensitivity in Fortnite are not matched to Fortnite hipfire, but CSGO hipfire. This way the scopes will feel the same as in CSGO which is what you want for consistency.

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On 12/13/2019 at 4:49 PM, DPI Wizard said:

Monitor
Enter the size of your monitor. The monitor size is not required for any sensitivity calculation, it is only used to calculate the ratio between your mouse movement and cross hair or cursor movement.

nice guide! But u forgot to mention that different Monitor sizes affect the sensitivity.

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  • Wizard
1 minute ago, Quackerjack said:

nice guide! But u forgot to mention that different Monitor sizes affect the sensitivity.

It doesn't, the sensitivity stays exactly the same regardless of monitor size. Now you could scale the sensitivity based on the size, but then you technically need to also consider the distance from the eyes to the monitor to calculate the angular size. Just imagine the extremes, scaling the sensitivity from a 10" to a 32" wouldn't make any sense.

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  • Wizard
40 minutes ago, Quackerjack said:

so this is not true?

It is mathematically correct, but you would sit a lot closer to a 10" than a 20", so if you're first going to calculate the sensitivity based on monitor size you should also consider how much of your field of view the monitor covers. For instance going from 24" to 27" will be about the same angular size if you move 3" back. If I'm playing on a 120" projector screen and scale the sensitivity accordingly just based on size I think I'll struggle :)

Now incorporating distance to the monitor could be a feature if calculating with monitor size, it's something to consider.

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Hello thanks for the instructions. I am still not exactly sure about one thing. I want to match my awp 1st zoom sensitivity from csgo to battle front 2 sniper (NT-242 as thats the best and most popular sniper most similar to awp and they took DLT-20A out of the game). To match these I have to select awp 1 from the aim drop down menu but for the converted game do I select all or zoomed sniper? I am only asking because selecting awp 1 and sniper gives me a zoom sensitivity of 72% which seems a bit high but selecting awp to all gives me 57%

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  • Wizard
20 hours ago, VancouverGamer said:

Hello thanks for the instructions. I am still not exactly sure about one thing. I want to match my awp 1st zoom sensitivity from csgo to battle front 2 sniper (NT-242 as thats the best and most popular sniper most similar to awp and they took DLT-20A out of the game). To match these I have to select awp 1 from the aim drop down menu but for the converted game do I select all or zoomed sniper? I am only asking because selecting awp 1 and sniper gives me a zoom sensitivity of 72% which seems a bit high but selecting awp to all gives me 57%

You must make sure hipfire is matched to hipfire first, then use this sensitivity when calculating the zoom. The "All" option does this for you, but if you convert directly from zoom then hipfire will be matched to this and not the hipfire sensitivity. For best result use the "All" option for both games, and adjust the conversion setup so the zoom sensitivity in CSGO matches your settings, then everything else will line up.

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Hi,

I got a question regarding different conversation methods. I watched some videos on YouTube as well, but still bit confused.

I mainly play PUBG and would like to convert sensitivity for different scopes in PUBG. According to one of videos I watched before, it is suggested to use MDH with 25% for ADS and scope conversation, because it doesn't make sense for high scope to use the 360 degree, which makes it moving as quick as when I move 360 degrees in hip-fire, right? I understand here, because we always use high scope to aim the target and move in a relatively small area (like moving from their body to the head).

If my above-mentioned understanding is correct, I would like to know how can I confirm the right MDH percentage. The video I watched suggested the 25% without any reason. One of my friend used 75%. I tried both and there is no big difference between results, but I just want to figure it out how it is calculated and how it works, which would make me more confident. 

Thanks and merry Christmas!

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  • Wizard
4 minutes ago, 4PM_GodAzzZ said:

According to one of videos I watched before, it is suggested to use MDH with 25% for ADS and scope conversation

The video doesn't suggest 25%, it just show you what a 25% match looks like to demonstrate what it actually is. The only reason 25% is used here is because this range is visible in all the scopes and is not blocked by the scope or outside of it.

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Hi Wizard,

Thanks for your prompt reply. I didn't even expect you can reply that quick!

Sorry, I got more confused now... How do I know how much range is visible in ADS, scopes or normal? What should I choose and how much percentage should I put when I convert sensitivities in different scopes? or when I convert it from PUBG to another game, such as Aim hero? Please see the attached photo which is the setting I'm using at the moment. I'm using MDH-25% for the scope, but I don't know whether it is correct or not..

Sorry to keep bothering you

PUBG setting.png

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  • Wizard
Just now, 4PM_GodAzzZ said:

Sorry, I got more confused now... How do I know how much range is visible in ADS, scopes or normal? What should I choose and how much percentage should I put when I convert sensitivities in different scopes?

That's not important, this was just for the demonstration in the video and it's not a concept to match by. 25% is not a special value, it was just an example.

When finding out what matching method you should use, first try 0%. If it feels too slow try the "opposite" which is 100%. If it's too fast go back to 75% and so on.

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Hi Wizard,

So does this mean there is no specific percentage for each game? The way we judge the "right percentage" to use is to try different percentages then feel it?

When I try it, shall I change the percentage for the scope only? or I need to keep changing normal, ADS and scope simultaneously? or keep normal as 360, then change MDH percentages for ADS and Scope at the same time?

Many thanks😁

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  • Wizard
7 minutes ago, 4PM_GodAzzZ said:

So does this mean there is no specific percentage for each game? The way we judge the "right percentage" to use is to try different percentages then feel it?

When I try it, shall I change the percentage for the scope only? or I need to keep changing normal, ADS and scope simultaneously? or keep normal as 360, then change MDH percentages for ADS and Scope at the same time?

There is no percentage for each game no, the percentage is a matching method you feel works best for you. So when you find a good percentage you should always use that.

When trying the different percentages just use the "All" option for PUBG as the input, then change the ADS and scope to different values and try the calculated sensitivity.

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1 小时前, DPI Wizard说:

There is no percentage for each game no, the percentage is a matching method you feel works best for you. So when you find a good percentage you should always use that.

When trying the different percentages just use the "All" option for PUBG as the input, then change the ADS and scope to different values and try the calculated sensitivity.

Hi Wizard,

Thanks for your patience and I think I have found the most suitable percentage for myself. I decided to use 50% for ADS and scope. Thanks for your help! Have a good night!

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6 hours ago, DPI Wizard said:

Had some issues moving the posts now, will do it later. You can find the thread by clicking the game name in the Game Info section when you have selected the game in the calculator.

You should do like this for your calculation, replace resolution etc if it's wrong:

image.png

Thank you very much, problem solved. IDK what was i doing wrong!

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On 12/13/2019 at 4:49 PM, DPI Wizard said:

Simple mode
Simple mode works like this:

  • Win/2D conversions will use MDH 100%.

I checked simple mode currently using %0 for windows to game not %100.

EDIT:If I want to set my sensitivity from windows to 3d game with %100MM. Am I need to use %100 for scopes too or %0 for scopes are ok for that situation?

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