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Adam00

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  1. Like
    Adam00 reacted to randomguy7 in Game request archive   
    Name: DOOM + DOOM II (NIGHTDIVE REMASTER)
    Website: https://store.steampowered.com/app/2280/DOOM__DOOM_II/
    Status: Free to current owners
    Release April 2024
    Availability: For purchase/free upgrade (replaces the inferior unity port)
  2. Like
    As long as the game support some sort of individual ADS and scope sensitivity, it doesn't matter what they use by default.
    Obviously in games like CSGO you are limited to one zoom sensitivity, so only one aim can be truly 0%. But other games like PUBG (disregarding all the weirds ADS) you can still get MDV 0% for all the scopes even though the game uses MDH 100% bu default.
  3. Like
    No, you shouldn't assume that. Games only have a monitor distance coefficient when there is this formula used:

    ADS Sens Multiplier = atan(tan((ZoomFOV*pi/180)/2) * Coefficient) / atan(tan((HipFOV*pi/180)/2) * Coefficient)

    The only games that do this are Battlefield and CoD to my knowledge, and both use the vertical FOV for this scaling.

    0% is not really a coefficient (multiply anything by zero and you get zero) rather just the focal length scaling formula, although the result is practically identical to some small coefficient value like 0.001 i.e this vs this yields the same result to 6 decimal places, and there are indeed a lot of games that use focal length scaling.

    There are also other simplifications that end up with similar results to various coefficient values. Many games use simply a linear (ZoomFov*pi/180)/(HipFov*pi/180) which is the same as a coefficient of 1 unless you use different FOV measurements for each. For example, Doom Eternal does this but using the 16:9 horizontal FOV (therefore equivalent to 178% vertical coefficient), and CS:GO also does this but using the 4:3 based horizontal FOV. This is why CS:GO's sens scaling is said to be the same as BF USA / CoD Relative 133% default coefficient , even though it doesn't actually use the same formula or a coefficient at all. It just does ZoomFOV/HipFOV (see line 556) where the FOVs are the 4:3 based radians instead of vertical degrees.

    There are also countless others than either use fixed multipliers so don't scale at all from hipfire FOV changes, or other calculations based off e or pi or anything else you could think of.

    In any case, the best use for this type of scaling is really for ADS / zoom within a game from whatever your hipfire sens is. You are pretty much always better off using a hipfire sensitivity that works optimally for type of navigation movements you need to do in a given game. It would probably be a bit silly to insist on using the same hipfire sens in Quake as is optimal in CS:GO, given the completely different aiming movements required, and between similar games but where the FOV cannot be exactly matched then 360 distance still probably makes the most sense for hipfire so your navigation is familiar to what you are used to.

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