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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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The sensitivity slider is not accurate, expect some discrepancy. Use the config file for best accuracy.
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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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A question for DPI WIzard


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I was having a few discussions recently about various ways developers implement sens (and HID input in general) in their games and was thinking about the landscape of games as it is.

This website is probably the only resource that has pooled together so much data, and so was wondering about a few questions that could probably be answered from the database @DPI Wizard has created over the years (if the data is easily obtainable).

For example:

What percentage of games incorporate FOV into the hipfire/look sensitivity formula? I would guess it's around 20-30%?

How many games use a non-linear sensitivity scale? FPS games in general seem to be fairly consistent with this, but I've noticed this is more common in 3rd person or non-competitive games, possibly around 30% of them too at a guess?

How many games implement what could be describe as "good" or at least "satisfactory" mouse input? i.e No baked-in accel or mouse "packet" loss, raw input option, FOV-based sens adjustment for zooms (if applicable) and with granular sensitivity sliders? My guess is that this is still severely lacking in the majority of games outside of the FPS genre, and even still some within it?

What is the most common ADS scaling method games use? I would have thought it was focal length (probably should be by default) but I wouldn't be surprised if it's actually quite rare that developers do this.

It's quite easy to make assumptions from the selection of games any one of us would have direct personal experience in, but it would be interesting to see overall trends.

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  • Wizard
1 hour ago, TheNoobPolice said:

What percentage of games incorporate FOV into the hipfire/look sensitivity formula? I would guess it's around 20-30%?

Pretty much spot on, 22.5%.

1 hour ago, TheNoobPolice said:


How many games use a non-linear sensitivity scale? FPS games in general seem to be fairly consistent with this, but I've noticed this is more common in 3rd person or non-competitive games, possibly around 30% of them too at a guess?

11.1% of the games have a sensitivity that is either based on power, logarithm, e or changes formula based on the sensitivity value.

1 hour ago, TheNoobPolice said:

How many games implement what could be describe as "good" or at least "satisfactory" mouse input? i.e No baked-in accel or mouse "packet" loss, raw input option, FOV-based sens adjustment for zooms (if applicable) and with granular sensitivity sliders? My guess is that this is still severely lacking in the majority of games outside of the FPS genre, and even still some within it?

Around 60% has either a precision of 2 decimals or better, or a somewhat acceptable range (over 200 steps).

Slightly less than 30% have some kind of zoom sensitivity, but I don't have a way to filter out games where this isn't applicable.

And slightly less than 10% have some kind of acceleration, polling rate or smoothing issue mentioned in the notes. There's likely a bit more where it isn't mentioned, and remember that at least 60 games are in the "Unsupported" category because of either acceleration/smoothing or completely lacking a numerical sensitivity or even notches on the slider.

1 hour ago, TheNoobPolice said:

What is the most common ADS scaling method games use? I would have thought it was focal length (probably should be by default) but I wouldn't be surprised if it's actually quite rare that developers do this.

The most common is probably MDH 100% (based on the games FOV type).

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Wow, I didn't realise you would have all that to hand, that's really interesting thank you! Makes me want to think of more questions now ha!

I'm really surprised most devs go for MDH 100% a lot, to me it feels really obviously too fast, even when scripting a turn movement, sitting back and taking in "the whole screen" then it still feels quick vs base hipfire/look.

The fact that 40% of games that are good enough (mouse input wise) for the site to support, but yet still don't have even 2 decimal places of sens is quite frankly appalling. This means it's probably less than half when we also factor in games the site can't support.

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  • Wizard
1 minute ago, TheNoobPolice said:

Wow, I didn't realise you would have all that to hand, that's really interesting thank you! Makes me want to think of more questions now ha!

Some fact are pretty quick get from the database, for instance do 19% of the games support vertical sensitivity :)

3 minutes ago, TheNoobPolice said:

I'm really surprised most devs go for MDH 100% a lot, to me it feels really obviously too fast, even when scripting a turn movement, sitting back and taking in "the whole screen" then it still feels quick vs base hipfire/look.

What they usually do is just hipfireHFOV/zoomHFOV, which gives you MDH 100%. But for newer games focal length is definitely becoming more popular.

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