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How Does Vertical Multiplier Work [PUBG]

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Prior to now, I have understood that the Vertical Sensitivity Multiplier setting works as follows:

1. A setting of 1 means that your Tracking Speed in the vertical (Y) axis is the same as the Tracking Speed in the horizontal (X) axis [I use this setting, to ensure maximum consistency].

2. A setting of 0.5 means that your Tracking Speed in the Y axis is half that of your Tracking Speed in the X axis.

3. A setting of 2 means that your Tracking Speed in the Y axis is twice as fast as that in the X axis.

 

Now, however, after using the Vertical Multiplier calculator, I observed that getting the equivalent Horizontal Sensitivity is not as simple as multiplying the current sensitivity (say it is 50) by 0.5 (to get 25) or 2 (to get 100).

I understand that the FOV in the vertical component is not the same as in the horizontal component for any aspect ratio other than 1:1. Thus, a 16:9 monitor with an FOV of 90 in the horizontal component, has an FOV of approx. 58.7 in the vertical component. However, though, I still struggle to understand how the FOV X to Y-axis ratio is calculated as dividing 90 by 58.7 does not equal 16 divided by 9.

All that said, how is the Vertical Multiplier sensitivity calculated? Is it scaled by the FOV in the Y axis? Also, and MOST importantly, why does changing the Vertical Multiplier change your 360° Distance in the horizontal component?

Solved by DPI Wizard

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  • MarkTheSkilled
    MarkTheSkilled

    Alright, thanks! I believe I understand it now.   One more thing I thought I should mention, though this is a bit unrelated. I just subscribed to Premium and I noticed something that might e

  • Wizard
8 minutes ago, MarkTheSkilled said:

Prior to now, I have understood that the Vertical Sensitivity Multiplier setting works as follows:

1. A setting of 1 means that your Tracking Speed in the vertical (Y) axis is the same as the Tracking Speed in the horizontal (X) axis [I use this setting, to ensure maximum consistency].

2. A setting of 0.5 means that your Tracking Speed in the Y axis is half that of your Tracking Speed in the X axis.

3. A setting of 2 means that your Tracking Speed in the Y axis is twice as fast as that in the X axis.

This is correct. However, the sensitivity in PUBG goes from 0-100, so dividing and multiplying the sensitivity value by the factor you want to change the sensitivity by does not work, as this is obviously impossible with a sensitivity of 0.

  • Author
41 minutes ago, DPI Wizard said:

This is correct. However, the sensitivity in PUBG goes from 0-100, so dividing and multiplying the sensitivity value by the factor you want to change the sensitivity by does not work, as this is obviously impossible with a sensitivity of 0.

That makes a lot of sense, however, I am still left confused about how the calculation is manually done for PUBG. Since a sensitivity setting of 0, in theoretical understanding, would result in a mathematically impossible answer for a Vertical Multiplier calculation, how does the calculation work for PUBG?

Also, thank you so much for the prompt answer. The resources on this website have helped me so much and I am interested in becoming a Premium Member to support your work!

  • Wizard
  • Solution
2 minutes ago, MarkTheSkilled said:

Since a sensitivity setting of 0, in theoretical understanding, would result in a mathematically impossible answer for a Vertical Multiplier calculation, how does the calculation work for PUBG?

The vertical multiplier is not calculated based on the sensitivity value, but the actual 360 distance. Since the vertical sensitivity in this game is a direct multiplier, it's not affected by the actual sensitivity at all. For instance, vertical sensitivity 2 will always mean twice as fast as the horizontal sensitivity, regardless of the actual horizontal sensitivity value :)

  • Author
1 minute ago, DPI Wizard said:

The vertical multiplier is not calculated based on the sensitivity value, but the actual 360 distance. Since the vertical sensitivity in this game is a direct multiplier, it's not affected by the actual sensitivity at all. For instance, vertical sensitivity 2 will always mean twice as fast as the horizontal sensitivity, regardless of the actual horizontal sensitivity value :)

Alright, thanks! I believe I understand it now.

 

One more thing I thought I should mention, though this is a bit unrelated. I just subscribed to Premium and I noticed something that might explain why I might have been confused about Sensitivity Matching about a year ago when I asked a question on this forum about the topic:

When you set the Conversion Method to 360 Distance, and you select All under the Aim dropdown, what the calculator does is that it attempts to match all scopes and fixed-FOV aiming methods in the game to the same cm/360 distance. I would personally never use 360 Distance-based matchings because they can lead to extremely fast Tracking Speeds and significantly high Pixel Ratio values on higher scopes. For reference, before I subscribed to Premium, I only had access to the figures for the individual scopes and aiming methods, at the same in-game sensitivity value, rather than trying to match every aiming method to the same cm/360 value.

The reason why I use the same sensitivity value for every aiming method and scope in PUBG is, while PUBG changes the sensitivity (cm/360) in line with the FOV of the aiming method of choice, it does not change the Tracking Speed of your mouse. In fact, Call of Duty: Warzone does the opposite by refusing to change the hip-fire sensitivity (cm/360) when you change your FOV, but it changes your Tracking Speed behind the scenes. I personally believe that keeping your Tracking Speed consistent allows for maximum consistency and I have observed this personally in my years of gaming experience. With that being said, when I am hip firing in PUBG, my cm/360 is 21.78; when I am ADSing with an AR, my cm/360 is 28.00, and when I am using the highest-powered scope (15x), my cm/360 is 294.05. Regardless of how I am aiming, my Tracking Speed remains constant.

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