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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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Combat Champions

All aims use the same sensitivity setting, choose the sensitivity for the aim you prefer to be matched.
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Ghost of Tsushima DIRECTOR'S CUT

The sensitivity and FOV changes depending on certain actions and where you are (indoor etc). The calculations are for the view when you move around outdoor.
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Russian Fishing 4

See the game notes for instructions on how to disable smoothing.
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What is the formula of fov scaling?(or how it works since idk if there is a formula or no))


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@DPI Wizard When I try to calculate degree/count, I realized it will be the same 360 distance from game to game no matter the fov, so I wanted to know how it works.

How is the pixel ratio the same on lower fov (higher scopes) as the hipfire even that they took more distance to perform a 360?

Edited by Wheaks
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  • Wheaks changed the title to What is the formula of fov scaling?(or how it works since idk if there is a formula or no))

There is less degrees on the screen (lower degree/pixel), so if you continue to rotate the same degree/count then you will rotate more pixels. You have to reduce the degree/count to rotate the same degree/pixels, and end up with a longer distance to rotate 360 degrees.

 

Degree/pixels only uses the middle pixels. If you know there is a total of 103 degrees horizontally (Overwatch), which is across 1920 pixels, then you can scale that down to find how many there is in 1 pixel.

2 * atan(1/1920 * tan(103/2 * pi/180)) * 180/pi = ~0.075032

 

If you drop to 30 degrees vertically (Overwatch Widowmaker), then you end up with less degree/pixel.

2 * atan(1/1080 * tan(30/2 * pi/180)) * 180/pi = ~0.02843

 

Since the game rotates a fixed amount of degrees/count for each unit of sensitivity, you will want to reduce the sensitivity when you scope in (by ~0.028/0.075) to keep the same pixel ratio. When scoped, you will have to rotate ~38% of the original amount to preserve the sensitivity of the mouse, but you will end up with the inconvenience of a larger distance to turn 360 degrees.

(2 * atan(1/1080 * tan(30/2 * pi/180)) * 180/pi) / (2 * atan(1/1920 * tan(103/2 * pi/180)) * 180/pi) = ~0.378909

 

Edited by Drimzi
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