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SpecialOpsPepe

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Posts posted by SpecialOpsPepe

  1. 5 hours ago, iBerggman said:

    As far as I know they haven't updated the game since the sensitivities were checked the last time so the calculator should still be accurate. I suppose it's a bit of a stretch since the game launched like a month ago but did you by chance play the game before release? The release version changed the fov type used for the config value so check you have that set correctly, I remember 90 4:3 used to be 98.67 or something like that with the old versions but now it uses 4:3 fov values. Might be worth deleting the config and have the game generate a new one as well if you played it at some point before launch, I know I had both the old and new sensitivity values in my config right after the update. UE often seems to do that for some reason.

    Oh, and make sure you have "scale with fov" and "prefer scope fov" checked according to what you have it set to in the calculator because that would definitely feel wrong if you have those set incorrectly. Other than that I don't know what it could be, maybe you could screenshot your settings in game and/or the calculator so we can see if we see anything that's off?

    Sure i can add some screenshots, fresh install on a new ssd, my fov is set to 90, it could just be because of how zoomed in the FOV is when adsing but i use 100%mm from my csgo sense to pubg and it feels great, perhaps i just need to play more though and get used to it.

     

    Edit: I just realized that i didn't have the scope option ticked correctly for monitor distance, i'm used to the older version of the calculator lol 

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  2. Not sure if it's just me but I use 100% monitor distance and am pretty sure I've set everything up correctly including the fov but the ads sensitivity feels a bit slow and the focus sensitivity feels waaay too slow along with all of the scoped weapons. Could just be me but it certainly feels a bit off/slow besides the movement sensitivity.

  3. I'm curious if I've done this conversion correctly, i personally like using 100% mm, though this was my first time using the new calculator my main goal was to match my siege ads sensitivity (holo/irons) to my cs:go crosshair sensitivity. I was able to get the siege ads fov approximately the exact same vertical and horizontal width/height as csgo's fov according to the calculator by setting my siege fov to 81.93, however inturn that makes my hipfire fov a bit wider than csgo's, which in theory should make my hipfire sensitivity feel off/a bit slower. So i decided to match my hipfire sense at a 100 monitor match based upon my csgo sensitivity and the given fov discrepancies to perhaps give a more natural feel. My ads sensitivity now feels pretty spot on and even matches up 360/cm wise pretty well sense the fov's are the same, my hipfire sensitivity feels decent, not too far off. Though to make a long story short i guess what i'm curious about in a non perfect world is the way i calculated everything optimal given my preferences or might there be a better way to go about it? Such as perhaps just calculating my hipfire sense with a 360 conversion instead of monitor matching it?

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  4. 1 minute ago, DPI Wizard said:

    Arma 3 has terrible mouse input registration, so it's impossible to get an accurate calculations. If you check the notes in the calculator it  says that the calculations are off by up to 5%. Not much to do about this unfortunately, as the problem is the game engine itself. 

    I didn't notice that, that sucks, not surprising seeing arma 2's disastrous mouse input.

  5. I just converted my counter strike cm/360 to arma and set my arma 3 fov to 90 in the config files, they have the exact same fov's/fov types but when i move my mouse from one side of my mouse pad to the other in counter strike and then do it in arma they don't seem to match up, my arma sense feels slower in comparison to my counter strike sense,  not by much but by enough to notice, I've disabled mouse accel and mouse smoothing in arma. I could be wrong but something doesn't feel correct, i believe the calculation may be slightly incorrect.

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  6. I think view speed will work great too, it's basically a "cm/360" calculation that also accounts for fov differences, i was curious and decided to try out viewspeed v2 and it felt pretty good even on my first game, i just really like matching my 360 distances with my ads and hipfire sense, overall the choice comes down to preference.

  7. I've been building up a pretty fast and snappy muscle memory and so far every game i play i always use cm/360 conversions over view speed and monitor matching, i always try and keep my ads fov the exact same as my normal/unscoped. Though even when i can't for example PUBG ads fov is locked to 70, i still match my ads to my general sensitivity, it feels much more natural over other conversion methods after already building pretty solid muscle memory. I am very picky about having my ads and general sensitivities match, i personally would only use monitor matching/viewspeed for zoomed optics, and keep unzoomed optics the same cm/360 as my normal/hipfire sensitivity.  

  8. 13 hours ago, potato psoas said:

    When you change FOV you must change the cm/360 with respect to the FOV. Here is a diagram to help you visualize why this is the case:

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    As you can see, a change in the FOV increases the radius and the cm/360 of the circle.

    But if you were to imagine that both of these circles shared the same cm/360 then the lower FOV will feel faster because the same angular movement in-game would translate to a position further along the monitor, or even outside the monitor - totally not what you expected.

    I understand, sorta :P , i'm horrible at anything that has to do with mathematical calculations, but in this case if you are to match your cm/360 to accommodate for change in fov how exactly would that be done? So far to me that seems to be the controversy. 

  9. 10 minutes ago, Bryjoe said:

    This is a difficult question really. You will have to make a compromise somewhere as unfortunately not every game has the same options. 3rd person game? I match on 360 and on Monitor distance for aimed/scoped view if there is one. If I can't change FOV, I personally think it's usually better to match based on 360 for HIPFIRE ONLY. As precision accuracy is usually not important from hipfire. It's best to just try to match FOVS between your games rather than covert based on monitor match, IMO. Scopes and aimed views have to be converted, though. 

    An interesting case is actually in Battlefield with the vehicles. I am truly torn as to what is ideal, to match on 360 or match based on monitor distance. Lots of aiming in the vehicles, with turrets and machine gun nests it actually is pretty precision based but with the tank cannon, not so much. If I use the matching distance of 0%, the aim feels good but controlling the vehicle feels slow, which is more important? That is the question you have to ask. If you look at good players, I doubt they think about it nearly as long or as hard as we do, they just pick a sensitivity that feels good and run with it, which I personally think matches up with Distance/360 more often than monitor match.

    This is all quite confusing indeed lol, but so far from my experience it seems best to just choose whichever feels most natural and build off of that, there will always be a way to calculate the most optimal settings to optimize learning curves and performance but nothing beats experience. The most confusing part for me currently is understanding how FOV effects the degree of moment on the same cm/360, relatively it doesn't, you still turn the same amount of degrees with the same cm/360 with an fov of 90 as you would on an fov of 70, but it feels faster. I'd suppose thats because the difference in pixel density causing you to perceive your degree of movement as faster, which becomes much more drastic per reduction of total field of view. So far i think depending on the drasticity of FOV reduction it's may be best to keep the same cm/360 with unzoomed optics even when they change total fov while aiming. (In pubgs case ADS with red dot/iron sights/holosight is locked to 70 even though they are unzoomed optics.) I've just started delving into this topic last night so excuse me if im totally wrong with my assumptions :P .

  10. 7 hours ago, 1TimePurchase said:

    Then use monitor match 0% when converting to ADS.

    My goal isn't to make my csgo ads sensitivity the same as my pubg ads sensitivity for 1x sites(red dot/holo), I want my holosight/ironsight/red dot ads sensitivity to be the same as my crosshair sensitivity in csgo i guess i would say to word my goal in a more correct fashion.

  11. In cs my zoom sensitivity is set to 0.818933027098955175, but that isn't my focus, my goal with pubg is to get my ads and general sensitivity to be the exact same or in other words a 1:1 ratio matching my cs:go sensitivity. Or for my ads sensitivity to feel the exact same as my csgo sensitivity i suppose (for 1x sights.), but how that is done seems to be vary controversial. I suppose the only way i could do that concisely is if Bluehole would just add a fov slider for the ads fov so i could match my ads fov to be the same as my fpp fov. 

  12. I'm extremely new to this topic but in essences wouldn't a perceived viewpoint, (here i believe we are talking about sensitivity relative to fov?), differentiate between each persons matter of perception as not everyone perceives exactly the same? For example with ingame sensitivities there is no "perfect sensitivity", only standards through which have been deemed most suitable for optimal performance. Perhaps what I've wrote out is maybe a bit cliche or rhetorical, but i'm curious as to what exactly the goal in mind here is.

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