Jump to content

Bryjoe

Premium Members
  • Posts

    245
  • Joined

  • Last visited

  • Days Won

    5

Bryjoe last won the day on August 7 2018

Bryjoe had the most liked content!

1 Follower

Recent Profile Visitors

1,948 profile views

Bryjoe's Achievements

  1. Hi, In the never-ending quest to find the "best" way to convert sensitivity, I stumbled upon a topic that may have some merit (maybe not mathematically). When you compare and contrast professional players across different e-sports titles you notice that the average cm/360 is different for each game. When talking about matching two games with completely different playstyles like CSGO versus Fortnite, I think it may be worth considering certain factors when converting. We have seen that converting at 0% between FOVs seems to give the most 1:1 ratio mathematically, but when you consider something fundamental like ADS Games (COD, Apex etc.) versus hipfire games (CSGO, Valorant, Quake) the speed of the game and how you are primarily aiming seems to dictate the distribution among the pro player's sensitivities. Quake being a notable exception because movement (rocket jumping, stafe jumping) is equal or more important than raw aim. Instead of matching hipfire, why not match hipfire to ADS sens? Like if your CSGO sens is 41.6 cm/360 why not have the baseline rifle ADS (or pistol ADS, not sure which is better) be matched to that. I think there are two factors why CSGO sens is so slow, the importance of headshots/precision and the fact that the majority of encounters and aiming takes place in hip fire. Anyways not sure on what would be the best way to do this but it's an interesting thought.
  2. Realistically, there isn't much in-game feel difference between the two. I would prefer exact too, but we are talking about two-tenths of a percent here. The more I play this game, the more I realize I will never be as good as these kiddies no matter how good my aim is.
  3. Match it to you 360 sens you use in other games. It may feel a little fast though. As for that advice, I wouldn't go slower than 40 cm/360 in this game, it's just too hectic with too much vertical aiming to be comfortable at low sens. Tfue and a few others do manage it (he uses 41 cm/360). In-game slider can be adjusted with the arrow keys for precision. It doesn't work in the main menu (for some reason), join a match or creative and then adjust sens with arrow keys.
  4. oh, i thought they had finally fixed the scopes for Siege
  5. Are those per-scope sensitivities available in the config file, or just in-game?
  6. Yes, "matching same sensitivity between games" doesn't seem to have much real world merit when you look at professional players or renowned aimers. You can get used to new and different sensitivities much faster than you would think. If anything, it would make sense to train aiming and sensitivity like any other mechanical skill: starting slow and precise and eventually increasing speed so you can do the same motion just as precise at a higher, more useful speed. This is a bit at odds with how aiming works at high and low sens, low being primarily arm aiming and high being primarily wrist and finger aiming. If you train at both spectrums of sensitivity, theoretically you would be good at all aiming types, arm, wrist and finger. 0% MM is the only match that has any mathematical basis behind it, the rest are just arbitrarily picking a point on the screen to match for, whether you think this matters at all in-game is the debate. Is there a reason why most CSGO pros us 75% MM besides that is the game default? Why do some use more than default? If you're going to pick one, you might as well pick 0% as it's the only one that has an actual consistent ratio, and it's the default sens for games like Apex and Call of Duty. It also is extremely prevalent among overwatch pros. It is the only ratio that "matches" regardless of resolution and aspect ratio. Aiming seems to have more to do with your relationship with the mouse and how to handle it than the actual consistent distance you move it. It's why someone like shroud just has good aim, it doesn't really matter what sens he uses he just knows how to aim. That being said slowing down any mechanical skill makes your more consistent and speeding it up makes you less consistent.
  7. Makes sense, any thoughts on give "loose" settings for imprecise games like the RE2 remake? Like we know there is negative accel and it won't be perfect.
  8. 0% is best to me and I've tried them all. Most important thing is matching your hipfire/FOV as close as you can. One thing I have found is you can adjust to different sensitivities quickly, you can see this with pros too. Someone like shroud plays most games at around 30cm/360 but for CSGO he plays at 52, this is also different types of aim: the higher cm/360 the more arm you will need to use. In theory, the "best all-around" sensitivity would be one that incorporates both arm and wrist micro adjustment aim. To me this range is between 25 cm/360 and 35 cm/360 and I do find that it is applicable to any game from Quake to CSGO (it would be fast on average for CSGO and slow on average for Quake but usable for both).
  9. @DPI WizardHow would you convert the FOV from CSGO in game? Would you put 90 if you used 16:9 or 106.26? There also is a "Zoom FOV" setting under ADS settings, which I have at 79 as that is the Quake Champions default value, but not sure if that is correct. Thanks! Bryan
  10. More framerate = more responsive typically. If you wanted to "set it and forget it" uncapped vsync off is best for competitive games. If you want absolutely lowest input lag it would actually be: 1. Locked at Highest stable framerate below refresh rate. (99% you are achieving it) 2. Not hitting over 98% utilization on GPU. In practice, a game like CSGO won't utilize enough GPU for it to matter. In CSGO, the more frames the better, but highest stable framerate is a good recommendation for any game. I don't know if there is any evidence of it increasing performance, but truly it's just the best experience. High, perfectly stable frametimes - the smoothness of the game is just sublime. I actually prefer gsync on, vsync on, and locking to a framerate I can hit via the criteria above. Blistering framerates for marginal input lag improvements are not really worth it to me.
  11. Yeah I read it has similar input lag, but people experience more stutter in games. It really is remarkable just how consistent the frametime delivery can be when properly locked with RTSS. It is so good, that I prefer a locked consistent framerate over everything.
  12. Weirdly, if your GPU is regularly being utilized over 98% you get pretty sizable input lag just from that. Typically the equation is more fps = less input lag, but this changes based on the utilization of your GPU. "Smoothest" experience with least input lag = Gsync, Max Pre-Rendered Frames = 1 (Or "On" for ultra low latency), Framerate locked with and in-game limiter at an FPS you can maintain 99% of the time WHILE at the same time never utilizing your GPU at 98% or above. TL:DR below, but there is a lot of depth to this question. Ultra low latency mode cause stuttering in many games. RTSS is still the gold standard for FPS limiters as well. G-SYNC @240Hz: G-SYNC + NVCP V-SYNC “On” + Low Latency Mode “On” + 237 FPS in-game limit Standalone V-SYNC OFF @240Hz: G-SYNC off + V-SYNC off + Low Latency Mode “Ultra” + uncapped
  13. Cool, would you say All/ w assault rifle is best for consistent feel between scopes? Or should I calculate sniper scope seperately since i use it mroe than a scoped assault rifle?
  14. Would it not be best to just go with 360 conversion in this instance?
  15. Yeah, that's what I do. I match with 1x because unless you are using Glaz 1x works fine. Most of the combat is medium/close range.
×
×
  • Create New...