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Quackerjack

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  1. Thanks
    Quackerjack got a reaction from satellite4080 in Jedi's mouse trick   
    no this method is close to 65 % MDV
  2. Like
    Quackerjack got a reaction from snap0 in Apex 110 fov multiplier 1.55 vs 1.571429   
    1.55 is the maximum for apex legends. It shows ingame 110 FoV which is not correct its about 108. This Calculator shows you the true FoVs.
  3. Like
    Quackerjack got a reaction from sonorciff in Apex Legends   
    Yes. 👍
  4. Like
    Quackerjack got a reaction from sonorciff in Apex Legends   
    If you want 0% mdv or mdh in apex legends you don’t have to change anything it’s the basic value 1.000000 or in your case (fov rounding from the game) 1.004245. And no you don’t have to set this value for all scopes. In this case it doesn’t matter. 
  5. Like
    Quackerjack got a reaction from Chief Blur Buster in High Dpi issues on old Games / Engines   
    Thank you, this tweak with -useforcedmparms returns back to the old engine behaviour (goldscr) if you leave  the m_mouseaccel1/2 and m_mousespeed values on default.
    if ( CommandLine()->FindParm ("-useforcedmparms" ) ) { #ifdef WIN32 m_fMouseParmsValid = SystemParametersInfo( SPI_GETMOUSE, 0, m_rgOrigMouseParms, 0 ) ? true : false; #else m_fMouseParmsValid = false; It makes sure to use the spi_getmouse function from windows. Which on default is coded as this in the goldsrc engine:
    originalmouseparms[3], newmouseparms[3] = {0, 0, 1}  See: https://www.drdobbs.com/windows/some-things-ive-learned-about-win32-game/184410376#l4
     
    The first two 0 stands for the mousethreshold1/2 and the 1 for the mousespeed. With this csgo will turn mouse acceleration as on but get by passed with m_rawinput 1 so there is no acceleration in game but on windows and the game menu. (see cs 1.6 which behave exact like that)
    Csgo Vanilla is therefore coded as m_fMouseParmsValid = false and the false is referring to 0.0 for the mousethresholds. The m_mousespeed i assume is also set to 0.0 atleast the console accept this as the lowest value.
    static ConVar m_mousespeed( "m_mousespeed", "1", FCVAR_ARCHIVE, "Windows mouse acceleration (0 to disable, 1 to enable [Windows 2000: enable initial threshold], 2 to enable secondary threshold [Windows 2000 only]).", true, 0, true, 2 ); static ConVar m_mouseaccel1( "m_mouseaccel1", "0", FCVAR_ARCHIVE, "Windows mouse acceleration initial threshold (2x movement).", true, 0, false, 0.0f ); static ConVar m_mouseaccel2( "m_mouseaccel2", "0", FCVAR_ARCHIVE, "Windows mouse acceleration secondary threshold (4x movement).", true, 0, false, 0.0f ); So the new code should look like this:

    originalmouseparms[3], newmouseparms[3] = {0.0, 0.0, 0.0} This shows how windows handle the spi_setmouse function, in this you see that the params [3] have set to 0, 0, 0 so windows set the linearmousescale:
     
    void WIN_UpdateMouseSystemScale() { int mouse_speed; int params[3] = { 0, 0, 0 }; if (SystemParametersInfo(SPI_GETMOUSESPEED, 0, &mouse_speed, 0) && SystemParametersInfo(SPI_GETMOUSE, 0, params, 0)) { if (params[2]) { WIN_SetEnhancedMouseScale(mouse_speed); } else { WIN_SetLinearMouseScale(mouse_speed); } } } Thats why i suggested to set -useforcedmparms and m_mousespeed 0. And with this you changed how the game handles the mouse input and in theory it should change the mouse input.
    I agree with m_rawinput 1 all that shouldnt matter right? It should bypass the windows settings.
    Since you said you dont feel any difference i need to read more about rawinput cause for me the change in small mouse movements is noticeable before the mouse felt heavy and delayed.
     
     
  6. Thanks
    Quackerjack reacted to DPI Wizard in High Dpi issues on old Games / Engines   
    I tested both the smallest amount of movement (1 count) and full 360 distance, they're all absolutely the same. I don't have the equipment to test latency in millisecond accuracy other than by feel though, so if it's i.e. 20 ms vs 25 ms I wouldn't know. But if it's significant I would definitely detect it by hand. I would definitely know 25 ms from 100 ms etc.
    So if this tweak does improve it from say 25 to 20 ms (note, these are just random numbers put up by me), it's probably worth it, but as far as I can tell there's no discernible difference.
    A caveat though: These tweaks might for all I know affect some hardware/software/drivers differently, so if your setup has an issue, this might solve it.
  7. Haha
    Quackerjack got a reaction from Cptkekflip in is Overwatch FOV 103 exactly?   
    come on bro
  8. Thanks
    Quackerjack reacted to Drimzi in Sensitivity Explained   
    It's not that complicated. It's all about the physical scale of the image you see. If the scale changes, then sensitivity changes as well and you need to adjust the cm/360 to fix it. Treat the monitor as a window that you look through.
     
    Think of the resolution, fov, and monitor as an image resizer. If any of these change the physical size of the image, then you need to change your cm/360 by the same amount (monitor distance 0%).
    You will need to change the cm/360 in these cases because they will change physical size of the game:
    Different fov on the same monitor Same fov on different sized monitors Reducing resolution without upscaling Changing aspect ratio in a horizontal fov game  
     
    Start with 103 fov at 1080p

     
    If you reduce the resolution to 720p without upscaling it, then you have shrank the physical size of the image by 66.67% of the original size.
    You will want to reduce your cm/360 to 66.66% of the original value as well.

     
    This is identical to zooming out 1.5x to ~124 fov. (2 * atan(3/2 * tan(103/2 * pi/180)) * 180/pi = ~124).
    This shows that the resolution can be used as an FOV slider if you want, you just don't get to see the extra fov since its black.

     
     
    Here we change the fov to 162 fov. It is a 5x zoom difference. It practically shrank the image to 20% of the original, so your cm/360 needs to shrink to 20% of the original value as well.

     
     
    Here is 103 fov resized to 20%, overlayed on the 162 fov. If this monitor was 5x larger than the above, then there would be no need to change the cm/360. The physical size of the 103 fov area in yellow would be identical to the monitor above. Since the monitor is basically a window that you are looking through, the 5x bigger window provides the extra fov.

     
     
    Here is the 162 fov image resized 500%. You can see that it's identical to 103 fov.

     

    If you reduce the resolution width to go from 16:9 to 4:3, and it only crops off the sides, then there is no change to the physical size of the image and no change to the sensitivity.

     
    If the game uses horizontal fov though, and it tries to keep the 103 on 1440px instead of 1920px, then there is a 75% scale difference (1440/1920). So your cm/360 needs to be 75% of the original value as well.

     
    This 75% reduction results in an equivalent fov of ~118 (2 * atan(1920/1440 * tan(103/2 * pi/180)) * 180/pi).

  9. Like
    Quackerjack got a reaction from kingdowning in Sensitivity Explained   
    Good video thank you. 
    What i would also like would be a brief explanation of the resolution and aspect ratio used in the game and that these dont change the sensitivity. Maybe also a short info how sensitivity change when switching monitors - I think these are more specific problems but still interesting.
  10. Thanks
    Quackerjack reacted to fortunate reee in I need clarification please   
    as far as i am aware this has to do with screen size not = monitor "realestate" if you get what i am saying 

    so blackbars could jsut aswell render the full 16:9 pic while a change in actual screen size will change the total amount of space your fov can / will use
    so left you simply wont see the rerst of the "fov" while the right side willhave the "same" fov on both with more / less
    similar to Matching FOV by changing resolution  ? :
    in this post https://www.mouse-sensitivity.com/forums/topic/4704-conversion-method-guide-and-other-faqs/
    --
    might be totally off with my undertsanding of your question or my answer, if someone else has corrections/ a better take pls @
     
     
  11. Like
    Quackerjack got a reaction from DPI Wizard in Mouse technology   
    https://www.overclock.net/threads/an-overview-of-mouse-technology.1251156/
    Really nice to read
    especially the Part about cpi 
  12. Like
    Quackerjack got a reaction from MacSquirrel_Jedi in Mouse technology   
    https://www.overclock.net/threads/an-overview-of-mouse-technology.1251156/
    Really nice to read
    especially the Part about cpi 
  13. Like
    Quackerjack reacted to SpunkyWhiteDog in Game request archive   
    Name: Back 4 Blood
    Website: https://store.steampowered.com/app/924970/Back_4_Blood/
    Status: Closed Alpha
    Release date: June 22nd 2021 October 12th 2021
    Availability: Invite only
  14. Like
    Quackerjack got a reaction from Mohbaw in Valourant HFOV,VFOV mistake in the calculator   
    the VFOV is a fixed settings u cant change that. But indeed the HFOV will change if u change resolution to stretched.
    But as we know stretching resolution dont change the sensitivity. So just calculate with MDV 0%.
  15. Thanks
    Quackerjack reacted to DPI Wizard in Holdfast: Nations At War   
    Added 1st person camera and config file sensitivity.
  16. Like
    Quackerjack reacted to DPI Wizard in Battlefield V   
    I see now, it's because you have different monitor sizes. When you don't have the same size, the calculator will convert between the sizes and work a bit differently. If you don't want to convert based on physical monitor size, just enter the same value for both games. It's only used for this purpose and nothing else in the sensitivity calculation.
  17. Like
    Quackerjack got a reaction from Merinda18 in What is Focal Length Scaling?   
    iam with you 0% fucks me up in close combat or high zoom rifles. Iam going with 100% MDV may cause iam used from older games.
     
    I also tried 0% and just played 10min with zoom and go back to hipfire and the hipfire sensitivity feels so fast then but everyone is different just try it.
  18. Like
    Quackerjack reacted to MacSquirrel_Jedi in Mouse sensitivity utility by MSJ   
    After three weeks i already finished my investigation, which leads to close my utility from public. Because i no longer thing that matching Windows sensitivity on whole screen in game is a good way. My utility was doing exactly what  promised, finds the smallest deviation from Win/2D to 3D on whole screen. But I found that much better is just focusing on square in centre of image where the sensitivity is almost identical to Windows. Once we cross that orange square sensitivity will change dramaticaly from Windows. But it's OK because we need to be precise near to crosshair.
    Matching Win/2D sensitivity on whole screen in game (100%) for both axis will result in 0% deviation on edges of monitor. But decrease precise near to crosshair/orange square around 0-21%.
    Green line represent mouse move and position on monitor in Windows. Red line represent position on monitor in game (in easy explanation)

    Matching Win/2D sensitivity on orange square (Monitor distance vertical 100%): Result in around 23% deviation on edge of monitor. But increase precise near to crosshair/orange square with max. deviation of around 10%.

    So now i thing that best way for Win/2D is this:
    These thoughts are related just to this game. I'm leaving here spreadsheet file with my investigation. Please note that graphs in that file do not cover all situation.
    https://www.sendspace.com/file/c6fnpe
     
  19. Like
    Quackerjack got a reaction from fortunate reee in VALORANT to MW   
    yea i just try to get good with 0% MDH beetween hipfire. Cause u can say a lower fov is the same as zoom in. In my opinion.
  20. Like
    Quackerjack got a reaction from fortunate reee in Mouse DPI Question.. 1600 vs 3200 DPI Valorant   
    i still use a lower dpi because i dont want this full smooth mouse control. I mean you are a human not a robot and ur hands always shake a tiny bit.
     
    But you are right higher dpi is smoother. As fortunate said a lot mices have issues over 1800dpi.
  21. Thanks
    Quackerjack reacted to DPI Wizard in Apex Legends   
    As for other improvements there's a big update coming soon with full support for separate vertical sensitivity for over 100 of the games  
  22. Like
    Quackerjack reacted to fortunate reee in Desktop to Apex Conversion   
    when you do windows-. hipfire -> ads that messes with ads numbers i dislike that
     
    i prefer win to hip then
    hip + ads( 0%)  separately 
     
    although i personally do better when using psa hipfire instead of a calculated option and i just pair it with 0% ads
  23. Like
    Quackerjack got a reaction from Pherall in Windows sensitivity affects in game aiming if you match!!!   
    yes but before you find the settings that works best for you you have to try a lot out. Also in the beginning of this site every month a new conversation method came out that was claimed to be better. I finally found mine and stick to it now.
  24. Like
    Quackerjack got a reaction from Pherall in Windows sensitivity affects in game aiming if you match!!!   
    i also feel the same way mdh 0% is also not for me. 100% MDV gives me best results.
  25. Like
    Quackerjack got a reaction from Merinda18 in Windows sensitivity affects in game aiming if you match!!!   
    i also feel the same way mdh 0% is also not for me. 100% MDV gives me best results.
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