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MarkTheSkilled

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  1. Hello, sorry to revive this topic but I felt I should give an update, and I also have a question at the end too. I have been using MDH 0% for a few months now and it is PERFECT. The thing is, I had a high-level idea of how I believe sensitivities should be set up, but I needed the right tool to make the correct calculations. That being said, thanks once again for making this website a resource! My line of thinking was: Every flick is technically done in a tracking motion, so why not match the pixel increments (also known as the pixel ratio) for every aiming method so you can learn to move your mouse more consistently and aim more accurately, everyday, every time? I then did a comprehensive trial to find which pixel increment worked the best for my anatomy, and after finding that, I matched every aiming method's pixel increments using MDH 0%. Seems like a trivial concept, but I have never seen myself aim so consistently and accurately. For reference, I am in the 100th percentile according to KovaaK's data for the most-played hybrid (tracking and flicking) scenario, and I am considered to be a top-1% aimer globally. Now, to the question: Does the pixel ratio given for a certain aiming method also apply to its vertical component? For example, if the pixel ratio is exactly 1.0000, meaning that no pixels are skipped and that 1 pixel is rendered every count, does this logic also apply to the Y component, such that tracking a target moving vertically at a constant speed (while also moving the mouse at a constant speed) will result in the starting point being tracking exactly the same for all "MDH 0%-matched" scopes? This is especially important to me as my trial involved testing my ability to handle the most difficult form of tracking; random recoil control. The sensitivity setting that yielded that result was then used as the base figure for matching all the other aiming methods in PUBG (and every other shooter I play).
  2. TLDR: I would like to confirm that, by using the same sensitivity setting for every aiming method in PUBG, I am in fact turning my character at the same Mouse Speed. If this is not the case, then what, if anything, am I keeping constant by using such settings? Thanks, I can confirm that MDH 100% does in fact yield the results I initially expected. However, I'm still a little confused about the relationship between these 3 components that interact with a given sensitivity value: FOV, Mouse Speed (Rotational Speed), and 360° Distance. These are the facts I know: 1. In first-person shooters, your character is the Origin (center point) of a sphere, whose viewing angles are constrained by the available (and internally supported) Aspect Ratios. The FOV setting determines the X and Y components of said Aspect Ratio. 2. Provided that Enhance Pointer Precision is disabled, or the game in question uses raw mouse input, the cursor (as far as one can measure for an optical gaming mouse) always moves at a constant speed. 3. A change to one of the 3 components MUST always affect at least 1 of the other 2 components. For example, an increase in 360° Distance will cause a decrease in Mouse Speed, provided the FOV is constant. Where my confusion lies is in the explanation given for the MDH matching method in the Instructions page for this website. In the description for MDH 100%, it is explained that the matching method should yield the "same mouse movement" when aiming at a point on the edge of the monitor, while in that of MDH 0%, it is explained that the results from that method should yield the same tracking speed across all aiming methods. Does this imply that, despite keeping the FOV constant, and the 360° Distance linearly scaled, I'm not in fact moving the mouse at the same constant speed as I initially theorized? I believe I might have gotten something wrong along the line while trying to understand the relationship between the 3 aforementioned components of sensitivity. What, exactly, am I matching or keeping consistent (if anything) when I use the same sensitivity setting for every aiming method? Thanks in advance!
  3. For the purpose of this post, I will specify that sensitivity, in a shooter game, consists of two main components: 360° Distance and Mouse Speed (Rotational Speed). It appears that the ViewSpeed calculations for PUBG are not accurate, as it is clear that PUBG scales the 360° Distance according to the current FOV in the game, provided ALL sensitivity figures are the same (except for Vertical Sensitivity Multiplier, of course). This scaling keeps the Mouse Speed constant, while adjusting the 360° Distance to ensure that your character rotates at the same constant speed while using every aiming method in-game. However, when attempting to use the VSH/VSV options in the calculator, it changes the value of the sensitivity slightly as the FOV narrows (decreases due to scoping). For example, in my case, my General Sensitivity value of 36, changed to 34 for all magnified (2x or greater) scopes, and the ADS Sensitivity changed to 35. This does not appear correct to me. Unless I'm missing something, given a native Aspect Ratio of 16:9 and a 1080p resolution, when the game's engine changes your FOV in relation to magnification, it doesn't require you to change the base sensitivity figure in order to match the Mouse Speed correctly. If such were the case, then wouldn't using a different Hipfire FOV setting change the resulting Mouse Speed (in some cases, significantly) for higher-power scopes?
  4. 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.
  5. 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!
  6. 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?
  7. Oh, I think I understand it better now. So, all in all, whatever you choose is personal preference, right?
  8. Okay, here's what confuses me: How does the matching percentage affect the way one tracks or flicks if all the person is working with is a cm/360 value for aiming? For example, say I start at 20cm/360 and while using a 4x scope, that changes to 30cm/360, how would that affect flicking or tracking if I have gotten used to both sensitivity values over time? Shouldn't the muscle memory come naturally? Also, is there anything particularly wrong with 100% matching? In my experience, aiming feels natural across all the scopes.
  9. I play PUBG and I currently have all my sensitivity values, except for the vertical sensitivity multiplier, set to the same value. What this translates to is different cm/360 values for each scope used in the game, so no two scopes use the same cm/360 value for aiming. The cm/360 values are scaled according to FOV, which starts from 80 FOV and is divided by the magnification ratio of each scope: For example, a 3x scope is 80/3 FOV. I believe the scaling makes aiming feel more natural. I have a question, though. Is this what is considered to be a 0% match? I recently read a thread on this site that compared 0% match and 100% match and it has me confused. How does either match affect my tracking or flicking if I'm simply working with a cm/360 value for aiming? Isn't that sensitivity something that I get used to over time, so my tracking or flicking isn't affected?
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