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LeopardTurret

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  1. At the top of the calculator, make sure the mode is on 'Default' or 'Advanced' and enter '178' in the Monitor Distance - Vertical section. Also, don't forget to input your R6 Siege FOV in the calculator or else the ADS results will be wrong.
  2. I'm not sure if you meant 178% MDV (because that's the more common one), but regardless, the calculation for 177% and 178% end up being the same result anyway.
  3. Oh yea I forgot; I need your FOV too
  4. What's your hipfire sens and mouse DPI?
  5. Yeah, I assumed it would be worse when setting RawInput to false, but it wasn't really. I even raised my Windows pointer speed all the way to 11 then launched MW3 beta with Raw input disabled but it didn't affect my in-game sens. My 360 distance was still the same. It seems like the engine is still using some kind of "raw input" so I'm not sure what that setting is changing. Funny you mention R6 Siege because I remember testing that game a while back with Windows pointer speed as well (raw on vs off). It's the same situation there; raw off still takes data directly from the mouse so it's confusing what to trust.
  6. Wanted to know if it was just me, but has anyone noticed any weird-ness with the mouse feel in MWIII? There's a new command in the config (options.3.cod23.cst) called "MouseUsesRawInput" defaulted to 'true'. This command wasn't in MWII (2022) and was just wondering if there's any packet loss, negative acceleration, etc whether this is set to True or False.
  7. Also keep in mind there's an annoying bug in the game if you initiate ADS while in mid-air, the ADS sens will be nearly doubled what it's supposed to be. ADS sens is normal for me when standing on the ground. Funnily enough, if you start ADS while on the ground, and THEN jump (continuing to hold ADS) the sens will be normal.
  8. I was digging around and unpacked pakchunk0-WinGDK.pak in the Atomic Heart 'Content' folder to find the hidden ini files (DefaultInput.ini, DefaultEngine.ini, DefaultGame.ini, etc) and found that mouse smoothing is enabled at the project level.
  9. I tried adding the usual line to the Input.ini: Not sure if that fixes it. Hard to tell if it's placebo or not. Edit: When initially launching the game (after the ini change) I think smoothing is gone. But as soon as you make any change in the in-game keybindings and click 'Apply', it feels like the smoothing comes back, requiring a game restart. Or I'm crazy, idk.
  10. Maybe I'm doing something wrong, but when calculating my sensitivity for Hogwarts Legacy, it ends up way off. Here's the calculation I did: I took the FOV adjustment into account and entered 20 in the calculator and set it to "+20" in-game, but it's definitely not right. While using 0.393370 sens, I tested the 360 distance in-game and it came out to around 16in rather than 11.6883in. When messing around a bit, I found that around 0.5 sens in-game feel closer to the 11in 360 I'm looking for. I was wondering if the calculations could be looked at?
  11. What does it do if you have Raw Input 'On'? Does it drop polling inputs from the mouse or something?
  12. Capping FPS in NV control panel will give better frametimes, but it adds around an extra frame of input lag. Same with Rivatuner. Usually using in-game fps limiters is better in terms of latency.
  13. Maybe it has to do with the irregular frametimes and dropped frames? I know the in-game framerate limiter introduces bad frametimes.
  14. @DPI Wizard Someone potentially found an issue with the mouse sensitivity in COD Vanguard. I was wondering if you could replicate this or confirm it:
  15. Thanks for adding the Deathloop calculations. Arkane released a Steam beta-branch today that fixes the jittery mouse input when at a locked 60fps. As long as you lock your framerate to 30/60/120, mouse input is near perfect now. To access the beta branch now (if you don't feel like waiting for the public release) the code is juliannashotme. Just enter that in the Steam beta-branch section for Deathloop. Anyway, I was wondering if you add a calculation for a certain weapon:
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