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randomguy7

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Everything posted by randomguy7

  1. I reinstalled windows and it works now. Will test if the markc fix breaks it
  2. Name: Get To The Orange Door Website: https://store.steampowered.com/app/541200/Get_To_The_Orange_Door/ Status: Early Access Release Date: May 30, 2019 Thanks!
  3. Please note that I am using the MarkC Mouse registry fix but I doubt that does anything.
  4. I have 250 windows match to 1920x1080x120fov on black ops 3, and it is actually 20-22 in/360 and not 15. For black ops 4 I can't test it right now but for these games it seems the calculated sensitivity is greatly lower.
  5. I have basically every mouse, but I have tested it with the gpro wireless, the corsair ravager s at 2000 hz, and other mices. It's the same with black ops 3. These are the only two games that are inaccurate.
  6. I disagree. The aim feels totally different regardless of polling rate.
  7. I can confirm. The aim is indeed off at all polling rates.
  8. For gzdoom, any sensitivity can be set if you use the command in autoexec.cfg regardless of how high it is. for bulletstorm new clip edition, etc. you can set the mouse sensitivity in storminput.ini/stormPCbakedinput.ini and keep the mouse sensitivity in game to default. the ingame sensitivity is a multiplier of the main sensitivity in the file. I used calculations based on Red Orchestra. This may work for borderlands 2, but I don't know.
  9. I have watched my ktd, and I play better with this method. I like making my screen match the degrees in the game.
  10. I'm using that, for monitor distance vertical, for windows sensitivity. it's in the video!
  11. And even then, it doesnt matter what makes it skippy. Only that it FEELS skippy. I tried increasing my dpi to tye same in/360. It felt worse, i aimed better when I tracked pixels. Degrees are invisible! You SEE pixels. You should therefore aim pixels. If i asked which part of the screen the degree you wouldn't be able to do it. Degrees are inferred and measured, but pixels are seen. You'd describe the mesh wire by how many holes it moves and by how smoothly it does so. You would know its not moving holes- but you SEE the holes. By counting pixels move you are skipping steps visually (or conceptually). Degrees can be whatever, they are meaningless, of an abstract conceptual value.
  12. I prefer to aim with pixels. I prefer to set my degrees equal to pixels moved. I know all this already. You cannot change my mind.
  13. You misunderstand. In the games I play, a headshot can be 32 pixels. You'd need pixel by pixel aim, I use the same in/360 but different dpi.
  14. 200 for a total of 17.45 inches ler 360 after calculations feels top smooth to be placebo since that dpi is trash
  15. You gotta calculate the degrees you turn with one pixel for say 120 fov, then divide that by 360 and invert to find the number of counts you would need for that, and divide the total counts needed your dpi to find your inches per 360. Its just easier for me to aim, one pixel at a time
  16. I only use degrees to measure how much i would need to move a single pixel in one count, and how many inches a full 360 would be at a count per inch.
  17. I only use center, and i am very sensitive to direct pixel by pixel movements because muh autisms. But thanks- its a "middleman calculation" for sure. I made that phrase up, but it fits well. It isnt stupid if it works.
  18. Use vertical scaling it's more fov/scaling agnostic
  19. I did a video about a reddit post from here: https://www.reddit.com/r/GlobalOffensive/comments/5wn3dg/elige_explains_pixel_skipping_and_turns_out_its/debe51b Here's the video. I'd love it for this site to add this feature! https://www.youtube.com/watch?v=l7EICVElyEs&feature=youtu.be
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