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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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Arena Breakout: Infinite

Hipfire is added, aims coming soon!
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Project L33T

See the game notes for instructions on how to disable smoothing.
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Popular Content

Showing content with the highest reputation since 04/20/2024 in all areas

  1. Bjorn

    Game request archive

    Name: Arena Breakout: Infinite Website: https://store.steampowered.com/app/2073620/Arena_Breakout_Infinite/ https://www.arenabreakoutinfinite.com/en/ Status: Closed Beta Release Date: 5/8/24 (Closed Beta); Full Release TBD Availability: Free
    11 points
  2. I don't currently have access, but will add it as soon as I do!
    8 points
  3. Nexu

    New Game Requests

    Name: Marvel Rivals Website: https://store.steampowered.com/app/2767030/Marvel_Rivals/ Status: (alpha, closed beta) Release date: TBD Availability: (invite only)
    6 points
  4. Paran

    New Game Requests

    Name: MULLET MADJACK Website: https://store.steampowered.com/app/2111190/MULLET_MADJACK/ Status: Released Release date: 15 May 2024 Availability: Purchase
    5 points
  5. walker1231

    New Game Requests

    Name: Marvel Rivals Website: https://store.steampowered.com/app/2767030/Marvel_Rivals/ Status: (alpha, closed beta) Release date: TBD Availability: (invite only)
    3 points
  6. Soracyti

    Star Citizen

    Hi, the devs just released patch 3.23 with a bunch of FPS weapon improvements and bug fixes related to sensitivity settings. Could you please check it out and update the calculator if possible? Also should I ask in this topic for updates or go to new game request?
    2 points
  7. 2 points
  8. a643360458

    Game request archive

    Name: Project L33T Website: https://www.playl33t.com https://store.steampowered.com/app/2866540 Status: alpha Release date: 2024 Q2 Availability: purchase
    2 points
  9. These are added.
    2 points
  10. DPI Wizard

    Gray Zone Warfare

    Use the config file for best accuracy.
    2 points
  11. Got released into early access today, available on steam for 35$
    2 points
  12. Name: Gray Zone Warfare Website: https://store.steampowered.com/app/2479810/Gray_Zone_Warfare/ Status: In Development Release date: 2024 Availability: /
    2 points
  13. DPI Wizard

    Paint Warfare

    This is updated now. Only for in-game settings though, as the hex conversion does not currently support multiple inputs.
    1 point
  14. MarkAsher

    New Game Requests

    https://store.steampowered.com/app/2111190/MULLET_MADJACK/
    1 point
  15. combat Champion
    1 point
  16. DPI Wizard

    New Game Requests

    The camera has to be able to be tilted all the way down so you look straight ahead. It's not possible to analyze the FOV otherwise.
    1 point
  17. DPI Wizard

    New Game Requests

    If that is the case and since it's Unreal Engine based from what I can gather, the correct factor is likely ~0.37718 or ~0.37714 depending on how they implemented the sensitivity. Once I get access to the game we will know for sure
    1 point
  18. Nexu

    New Game Requests

    I’ve been told that Marvel Rivals is essentially OW2 sens multiplied by .375 for anyone trying to do a somewhat accurate conversion while we wait. Example 4 sens in OW2 would be 1.5 in Marvel Rivals
    1 point
  19. Hipfire is added, aims coming soon! View full update
    1 point
  20. All aims are added now!
    1 point
  21. KugelmagnetEddie

    Star Citizen

    I wonder if the ADS Scaling Setting now works better if you want 0% feeling.
    1 point
  22. MarkAsher

    Game request archive

    Name: Arena Breakout: Infinite Website: https://store.steampowered.com/app/2073620/Arena_Breakout_Infinite/ https://www.arenabreakoutinfinite.com/en/ Status: Closed Beta Release Date: 5/8/24 (Closed Beta); Full Release TBD Availability: Free
    1 point
  23. Name: Arena Breakout: Infinite Website: https://store.steampowered.com/app/2073620/Arena_Breakout_Infinite/ https://www.arenabreakoutinfinite.com/en/ Status: Closed Beta Release Date: 5/8/24 (Closed Beta); Full Release TBD Availability: Free
    1 point
  24. hello, I feel like this game's sensitivity changed, and now the game feels much different than what it says it is
    1 point
  25. DPI Wizard

    Sea of Thieves

    The new sensitivity sliders are added now
    1 point
  26. DPI Wizard

    Game request archive

    Both these are added.
    1 point
  27. DPI Wizard

    Game request archive

    Both of these have the same issue with frame rate affected sensitivity, and none of the usual Unreal Engine 4 fixes solves the problem. So neither can be added.
    1 point
  28. Foundry is added.
    1 point
  29. wuundz

    New Game Requests

    Name: Wild Assault Website: https://store.steampowered.com/app/2827230/Wild_Assault/ Status: easily accessible closed beta (request access on steam) Release date: not yet mentioned, but pretty much everyone who applies for the beta on steam and gets in through discord gets into the beta Availability: Free
    1 point
  30. At the top of the calculator, make sure the mode is on 'Default' or 'Advanced' and enter '178' in the Monitor Distance - Vertical section. Also, don't forget to input your R6 Siege FOV in the calculator or else the ADS results will be wrong.
    1 point
  31. DPI Wizard

    RIPOUT

    It is, I've added instructions to disable it. Also updated to FOV range.
    1 point
  32. These are not constants, these values will be different as they use centimeter in the formula. For example, these are the values I got in CoD:MW Jedi's Tick - Horizontal ≈ 107%MDV, 60%MDH; 107*(9/16)=60.1875%MDH Jedi's Tick - Vertical ≈ 68%MDV, 38%MDH; 68*(9/16)=38.25%MDH
    1 point
  33. DPI Wizard

    XDefiant

    Hipfire is updated for the new test. Note that scopes seems somewhat bugged at the moment, as ADS, 3x and 4x are all the same.
    1 point
  34. Name: EARTH DEFENSE FORCE: WORLD BROTHERS Website: https://store.steampowered.com/app/1497950/EARTH_DEFENSE_FORCE_WORLD_BROTHERS/ Status: Released Release Date: 27.05.2021 Availability: Purchase
    1 point
  35. Name: Ghost of Tsushima DIRECTOR'S CUT Website: https://store.steampowered.com/app/2215430/Ghost_of_Tsushima_DIRECTORS_CUT/ Status: In Development Release date: May 16, 2024 Availability: $59.99
    1 point
  36. DPI Wizard

    Star Citizen

    It still the same as far as I can tell. Make sure ADS - Zoom Scaling Enabled is set to No though.
    1 point
  37. DPI Wizard

    Starfield

    Some games cost close to $100 and requires days of work to analyze. There's over 1200 free games here, and still people using the site for free have the audacity to complain about ONE new game that currently is not free. If you don't like it GTFO.
    1 point
  38. no this method is close to 65 % MDV
    1 point
  39. Name: S.T.A.L.K.E.R. 2: Heart Of Chernobyl Website: https://store.steampowered.com/app/1643320/STALKER_2_Heart_of_Chernobyl/ Status: In Development Release date: 28.4.2022 08.12.2022 Dec 2023 Q1 2024 5 Sep 2024 Availability: Preorder
    1 point
  40. Hjan

    Fallout 76

    Do you know if it is possible to match Ironsight sensitivity with regular sensitivity? used to be done by the fIronSightsFOVRotateMult command in FO4 yet it does not seem to work in 76
    1 point
  41. Let's go from 10" monitor to 20" monitor. Both have 1920x1080 pixels. First assumption will be to match the distance it takes to move the cursor from one side to the other side, AKA move 1920 pixels. This is what the calculator does. Let's extrapolate this idea to a 1" screen and a 1000" screen. If the distance it takes to move the mouse results in the cursor moving 1" in one case, and 1000" in the other, will it feel the same? Personally it wouldn't to me. Instead of matching the quantity of pixels displaced, you want to match the distance displaced. Figure out how big a pixel is. (rounded for simplicity) 10" monitor: Every pixel is 0.0045" 20" monitor: Every pixel is 0.0090" If it takes 1" of mouse movement to move 1920 pixels on the 20" monitor, then 1" of mouse movement correlates to 17.4". This is a ratio of 1 : 17.4, or a gain of 17.4. It doesn't matter what units you measure, whether it is mm, cm, inches, kilometers, it doesn't matter. 1 unit of mouse movement correlates to x unit of cursor movement. This is what you convert, not the pixels displaced. It will become inconvenient to move the cursor from the start menu to the system tray if the screen was 1000" wide, but that has nothing to do with the sensitivity of the mouse. For convenience, you can change the sensitivity to reduce that distance, but that is just preference. Let's take it to 3D. In the above explanation you can see that pixels don't matter. The monitor is acting like a window. You are keeping real-world distances. The same applies to 3D. Imagine you are playing a game like CS:GO. You crop the aspect ratio from 16:9 to 4:3. Does the perceived sensitivity change? Is it like some kind of optical illusion where replacing some of the rendered game world with blackness changes the perception of sensitivity? It personally isn't to me. What if instead of blackness, you just change to a 4:3 monitor. You effectively reduced the horizontal angle of view from 106.26 degrees to 90 degrees, but the perceived sensitivity did not change. If it feels the same, why would you scale the sensitivity by the change in angles, ie. 90/106.26, which is what 'monitor distance match' is doing. So at the moment, the angle of view (or FOV) is changing, but the cm/360° is not and it feels good. So maybe it is because the vertical angle of view is still 73.74, so that's why the sensitivity didn't change? Wrong. Since CS:GO enforces a specific angle of view, let's just place black paper on the monitor to 'crop' it, let's reduce the effective vertical angle of view to a low number, will the sensitivity appear to change? If you answer no, then you can see that the angle of view has no bearing on the sensitivity. The focal length remained constant, the angle of view changed, so the answer is the focal length. Here is 90° (4:3) at 20" and at 10", overlayed You can see that they are both different. They have identical angle of view, but the focal length is completely different. If you convert from the 20" to the 10", then the 10" needs to reduce the angle of view to maintain the same focal length. 20" has 90° (4:3), 10" has 53.13° (4:3). Here is 10" converted to 20". 10" has 90° (4:3). 20" has 126.87° (4:3). The first scenario, where the game enforces 90° (4:3), the game sensitivity value doesn't change. However, the CPI did change, by a factor of 2 if you keep the same 2D sensitivity. This is because the 20" is twice the size of 10". The focal length has also changed by the same factor. So the change in CPI results in the change in cm/360°, even though the FOV is the same. If you didn't want your cm/360° to change, you would have to use a lower angle of view on the smaller monitor (the 2nd picture). You can quickly test this for yourself by creating a custom half resolution, like 960x540, and then playing a game in windowed or fullscreen (with no scaling and override enabled). Compare no change in sensitivity, and double game sensitivity (or whatever sensitivity value is equivalent to half the cm/360°). See which one feels better. Scaling the game sensitivity by the change in focal length is exactly what 0% monitor match does. The change in monitor size is also the same factor as the change in focal length. This suggests that 0% is the only way to convert game sensitivity/cpi, as it results in no change in 'sensitivity'. The relationship between the device and the display element remains constant. Any deviation from this will be personal preference. Many will have personal preference that will override 0%. Like if the screen was incredibly wide such as 32:9, making the distance from one end to the other double than that of a 16:9, then they may prefer to scale their sensitivity by a factor or 2 in order to make the hand distance the same when going from the start menu to the taskbar, or closing browser tabs, etc. They distance matched, which requires a change of device/mouse sensitivity (also applies to 3D). Many may also prefer to amplify their sensitivity for aim down sights/scopes, so they don't have to scale their input proportionately with the change in zoom and image curvature. 0% usually feels too slow in this case because you are directly comparing two different focal lengths without the distance between you and the reference point changing to cancel out the perceived zoom, whilst simultaneously using the same hand movement before and after the zoom. The target size, distance between the target and the crosshair, the target movement speed, etc., all scale proportionately with the focal length, which means you also need to scale your input with the focal length to land the flick or track the movement speed (and then there's the difference in eccentricity/curvature that results in that snappy/sluggish feeling and different diagonal trajectories). Due to these preferences to scale sensitivity instead of input, other methods like 'monitor distance match' can be useful. I think Viewspeed v2 is also useful, the feeling is is kind of comparable to zooming in and having the camera dolly in the opposite direction of the zoom. If you zoom in from one end of the spectrum to the other, whilst simultaneously moving the mouse in circles, it looks like the sensitivity is matched perfectly. But when it comes to actually using Viewspeed v2, it results in worse aim performance (personally) at the expense of it feeling more consistent in that exact specific moment, due to the no sudden feeling of slowdown or speed up whilst using identical mouse movement before/after the zoom. As for focal length, I believe it is found by doing the following: (SquarePixels/2) / tan(SquareDegrees * pi/360) = focal length in pixels? It's the same as this graphical fov calculator: https://teacher.desmos.com/activitybuilder/custom/5a61dd34fafbd40a25416e02#preview/d123ef39-8694-4760-af7d-c18c936ce79d Scale pixels by the physical dimension of a pixel, and you will see that the above cases have identical focal lengths despite very different angle of views. 10" 90 (4:3) has 720 pixels focal length, 720 * 0.0045 = 3.24" 20" 126.87 (4:3) has 360 pixels focal length, 360 * 0.0090 = 3.24".
    1 point
  42. in valorant i use windowe mode with 4:3 res. in fortnite the same but just for the stretch res. my monitor size is 24.5"
    0 points
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