Solutions
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DPI Wizard's post in Battlefield Sensitivity/DPI was marked as the answerThat's not how the sensitivity in Battlefield works. You need to convert from old to new DPI, which is part of the reason this calculator exists.
For instance like this.
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DPI Wizard's post in BattleField 1 sensitivity calculations are inconsistent it seems. HELP plz was marked as the answerPlease use the share function, it makes it a lot easier to just click your link rather than replicating an image
Here's your first conversion: https://www.mouse-sensitivity.com/?share=7dc2672dc1558f24cb2b713787de3bce
And here's your second one with the proper sensitivity 1: https://www.mouse-sensitivity.com/?share=a13b57dca012d5621af902e1cb37e2a7
So the result is the same, i.e. no inconsistency.
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DPI Wizard's post in Pixel ratio 1:1 was marked as the answerWhen converting between different DPI's as you do here, pixel ratio is completely irrelevant.
It will always be different by default since your are moving the same distance with a different DPI on your mouse, so it is expected to change.
The pixel ratio is a direct product of the resolution, FOV, DPI and 360 distance, so if you change any of these factors, the outcome will change.
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DPI Wizard's post in how to convert from first person to 3rd person with monitor coefficient was marked as the answerThe last link includes everything.
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DPI Wizard's post in Unable to convert ads profile from Apex legends to tom clancy Breakpoint, Please Help was marked as the answerThis is due to the limited sensitivity range in the game. Your only option is to use a DPI of 250 or lower for Breakpoint.
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DPI Wizard's post in Calabiyau / Strinova Scoped Sensitivity not 1:1 was marked as the answerFirst of all, thanks a lot for the video, this helps immensely in understanding what the issue is!
1. Shoulder Fire:
This is an ADS aim, and with the setup you have in the calculator, 360 distance is not the target for the conversion. Tracking speed is, which is the speed at which you have to move your mouse to track a moving target:
If you want the same 360 distance as hipfire, you need to set the ADS conversion to 360 distance:
2. Ashe vs Marksman Rifle
Again, the conversion is based on the tracking speed of your Overwatch hipfire sensitivity, so it's not expected to have the same 360 distance. Matching 360 distance between hipfire and scopes will in most cases make the scope insanely sensitive and practically impossible to aim with, if not just plain impossible to configure due to the sensitivity range in the game. Also matching 360 distance between scopes in different games makes no sense, as they in most cases will have a completely different FOV. The main goal of a scope sensitivity is to keep the aim the same, i.e. the movement to what you can see on the screen.
You can turn on the advanced mode in the calculator to see the full details of the conversions, where the actual 360 distance is displayed.
I don't know your exact conversion, but if it's something like this: https://www.mouse-sensitivity.com/?share=b18c43ccc759ec230f1ba67d20f8dad8 - then the expected 360 distance for Marksman Rifle in Strinova is 109.5059 cm, while Widowmaker is 125.6535 cm. Since these values are based on the goal of achieving the same tracking speed, doing 360 rotations will only make sense if you use the calculated 360 distance for each scope.
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DPI Wizard's post in Is there something wrong with the calculation about Minecraft(Bedrock)? was marked as the answerYou have to enter your actual resolution for Minecraft Bedrock Edition because it directly affects the sensitivity.
2 is listed as the minimum because the sensitivity below that scales completely wrong compared to the rest.
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DPI Wizard's post in Windows sensitivity to CoD or Fortnite was marked as the answerJust for hipfire (and in some cases maybe ADS), but scopes should use one of the other conversion methods that are FOV based.
The conversion methods are explained here
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DPI Wizard's post in war thunder add option for sensitivity in zoom (sniper scope) was marked as the answerThis can't be added because when you zoom in to aim, the sensitivity has so much negative acceleration due to the turning speed limitation that calculating the sensitivity for it will not work.
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DPI Wizard's post in Stretched & Black Bars was marked as the answerYes, as long as you enter 1280x960 as the resolution.
No, the FOV calculation is based on the resolution you enter.
For black bars you should enter the native resolution of your monitor instead of the stretched resolution. I.e. enter 1920x1080 for CSGO as well.
Generally you do not need to touch it as the FOV Type is referring to how the game handles FOV, it is not related to your resolution or aspect ratio.
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DPI Wizard's post in Transfering FOV Between Games was marked as the answerThe Auto FOV function will match the closest possible FOV to the target within the limits of the game, be it rounding or FOV limits. So in this case, the closest you can possibly get to 100 in BattleBit for Xdefiant is the equivalent of 88.507155 vdeg (which is 120 hdeg 16:9 in Xdefiant, the max it supports).
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DPI Wizard's post in Mordhau: where did the Y axis go? was marked as the answerA lot of games released in the 2017-2020 era had the unfortunate issue that they copied the Unreal Engine 4's default behaviour of making the Y axis 70% of the X axis (i.e. slower). Most of these games that have been somewhat regularly updated since has had this issue fixed so the Y and X axis are the same, and this is reflected in any game that has been re-analyzed since their release (as you can see by the "Updated" date).
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DPI Wizard's post in Question about Rainbow Six Siege was marked as the answerIf you want the same 360 distance, configure this in the conversion setup:
Just leave it.
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DPI Wizard's post in ADS Conversion method {Which should I switch too after playing cm/360 Conversion for so long} was marked as the answerMDH and MDV is essentially the same, but you have to convert between them using the aspect ratio of the monitor. So for instance MDV 100% on 16:9 is the same as MDH 16/9=177.7778%.
The benefit of using MDV is that you usually want to keep your vertical sensitivity the same regardless of aspect ratio. Imagine a square box that covers the middle of your monitor, you want the sensitivity within this box to be the same. If your aspect ratio is wider, then there's just more to view, but the sensitivity within this box stays the same.
If you use horizontal, then going from 16:9 to 21:9 will drastically change your sensitivity, instead of just keeping the same sensitivity within the 16:9 portion of the 21:9 monitor.
The reasons for going above 100% is usually just to match your preference. If 100% is too slow, there's no reason you can't try 200%. It's correct that it's matching a point outside of your monitor, but it's still a valid and consistent conversion.
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DPI Wizard's post in Arsenal (Roblox) FOV was marked as the answerThanks for notifying me, I've updated this now.
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DPI Wizard's post in Account defaults to inches. was marked as the answerThe unit will default to inches if your browser language or site language selection (in the bottom) is set to "English (USA)". In all other cases it will default to cm.
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DPI Wizard's post in What happened to the true FOV calculator? was marked as the answerSwitch to default mode, it's hidden i simple mode because it confuses a lot of people
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DPI Wizard's post in Effects of Aspect Ratio on Sensitivity was marked as the answerIt depends on the game and which axis you measure the movement on.
Some keep a persistent horizontal FOV, some vertical FOV, some changes both, some keep the same 360 distance, others have the 360 distance either affected by the change in FOV or in some cases even the change in horizontal or vertical resolution.
There's a lot of different ways this can work, so using the calculator is the best way to see what actually happens.
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DPI Wizard's post in Star Wars Dark Forces (The Force Engine Source Port) FOV was marked as the answerThe FOV option is added now.
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DPI Wizard's post in BloodStrike add 3x 4x 6x sens please was marked as the answer3x is added and FOV is updated for all the scopes.
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DPI Wizard's post in 1x Scopes and Iron Sights FOV in Rainbow Six Siege was marked as the answerYes, they are the same
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DPI Wizard's post in Aspect Ratio changes when Aim/Scope is changed was marked as the answerReload and try again now
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DPI Wizard's post in Pls halp - CS2 conversion to Warzone 3 was marked as the answerThe calculator can't guess your sensitivity settings, so obviously you have to enter it somewhere... And for the conversion to be correct, the closest matching conversion method has to be reverse-calculated.
This is correct yes, but if you set the coefficient to 1.33 instead the zoom sensitivity values will be closer to 1 and more consistent across all the different aims.
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DPI Wizard's post in The effects of 125 polling rate was marked as the answerA lot of games, especially those based Unreal Engine 4/5, have smoothing enabled by default. And if you don't disable it, 125 Hz is in most cases the only accurate option. Using 1000 Hz results in extreme negative acceleration and terrible accuracy.
But in normal cases the accuracy should be exactly the same, but with a (theoretical) less smooth motion.
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DPI Wizard's post in Sensitivity Conversion Between Different Resolutions And Monitor Size In PUBG was marked as the answerThe one with the highest accuracy (the top one) is the best.
Correct, this way the accuracy is much higher.