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ClanZes

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Posts posted by ClanZes

  1. Hello, I would like to know if there is any way to perform some test on the polling rate. Testing a little in the shooting range I noticed that 500hz seemed to work better

  2. 14 horas atrás, Chrometastic disse:

     

    I had already tried something similar to what you are trying to do. But I ended up giving up, I couldn't make it work but I had the files saved I hope it helps you. It's like I said before, I'm using the horizontal measurement of my monitor (24 inch - 20.92 inch hor) or the horizontal measurement of my pad (only when I use a small one below 32 cm). That way at least I've noticed a better average between the games

  3. Em 16/07/2022 em 23:23, Chrometastic disse:

    The concept of this method goes as this: 
    Your wrists', swivel at the base of the wrist left and right. 
    swiveling the wrist to the left is radial deviation.
    swiveling the wrist to the right is ulnar deviation.

    The wrist's degrees of ulnar and radial deviation is: 
    19 degrees of radial deviation, 33 degrees of ulnar deviation

    You want to be neutral as possible, as its going to be the spot you can use as a point of reference, as it's easier to learn, and it will become the foundation of your calculations. 
    If you used ulnar deviation, as your basis for doing your aiming arc, mirroring it, you will have issues when you go past the 19 degrees of radial deviation. 

    You solve this, with optimising your 360 with radial deviation.
    When you do this method, from neutral position, as listed in the photo.
    You will take from the tip of the finger, and move it to the limit of radial deviation. 
    This will be your 180 deg of 360 sens, and mirroring it will complete the 360 deg. 

    Since everyone's hand size is different, the arc length from neutral to radial deviation will be different.  
    The distance that you are looking for is the distance from the green dot on the protractor, to the blue dot. 
    This requires everyone's cm/360 to be completely unique! 

    This method, makes everyone's method of aiming inherently flawed, since 99% of most sens will not fit within your limits of kinesiology. 
    This method uses kinesiology, or basic science of wrist joint movement to maximize what you can move. 

    Note: I do however realize that the sensor is not located at the tip of the finger with most mouses, but listed below. 
    You can make it slightly more accurate if you know the distance of the sensor to base of wrist and calculate the arc length of limit of radial deviation. 
    but the way you hold your mouse can alter this entirely, but there's too many variables, but the variable you can isolate is 19 degrees of radial deviation. 


    image.thumb.png.5964dc90a8068c4665102bd143f5edbc.png

     

    147323000403200315.pdf ptj0837.pdf

  4. I have another opinion on this. I believe that aiming with the mouse is similar to drawing, something similar to a digital drawing with a graphics tablet. Looking at the general average sensitivity of professional gamers finding a value close to the general size of wide mousepads (40 - 48cm), slightly higher sensitivities reaching 50cm+ can be explained by the dpi deviation. So I thought of something that has worked for me in a lot of games and I've managed to maintain consistency, I used the MouseTester software and simply tracked the mouse from end to end when points were generated and converted it to a sensitivity (https://www.mouse-sensitivity .com/?share=e8678384c65dbc25506e5149f86b5d73).

  5. Hello sorry for my English, I spent a year thinking about "how to find your ideal sensi". I ended up in this period reading some articles about the movement of the wrist, in short you find something close to 75 °. But I couldn't "convert" that angle and distance, until I thought of a simple idea, convert it to pixels. I do not know if what I thought is right then I would like your opinion on the matter. I put the resolution of my work area 1920x1080 and did the same with the blank area in paint, on the website I converted this way https://www.mouse-sensitivity.com/?share=2d0c0f7c8b444c574292201b2fef8556 (1920 pixels = 20 "). In paint I made the movement of the wrist from radial to ulnar (from left to right, trying to get the maximum amplitude), I found something close to 750 pixels, converting something close to 20 cm, after that I converted mdh 0% for all games https://www.mouse-sensitivity.com/?share=c3b980b11f447a3f6f63bcdda0be7931 After that I felt my performance increased between games. I have quick movements in games that use a higher fov and accuracy in games like cs and valorant that use a smaller fov.

  6. 2 hours ago, fortunate reee said:

    "I have started to test about wrist movement and the average that an individual can do. After some research I found an average (The sum of the movement to the right and left) would be between 15.358 cm to 17.8cm (15.358cm / 16.80cm / 17.00cm / 17.20cm / 17.80cm)I have started to test about wrist movement and the average that an individual can do. After some research I found an average (The sum of the movement to the right and left) would be between 15.358 cm to 17.8cm (15.358cm / 16.80cm / 17.00cm / 17.20cm / 17.80cm) "

     

     exclusively using your wrist is unhealthy+inefficient  when you overextend your wrist regularly

    you should use the proper range of motion your arm wrist and hands (fingers )can provide and mix between them depending on the motion you need

     

    as for the most practical method of conversion

    https://www.mouse-sensitivity.com/?share=05b7e6a5c300975b364d53c76381e413

    ^this would come to mind since its the only somewhat reliable way of matching your sens between 2d and 3d

     ^comes at the cost of not having the same 360 distance  unless you match  your fov

     

    using  anything faster than default  0%windows match doesn't really make sense from a uniformity and consistency point of view 

    (if you go above 800, you might as well change your pointer speed )

     

    depending on who you ask the ideal 360 dist can change significantly , i wouldn't wanna go faster than 30cm and slower than 60 cm (add acceleration and you can go up to  90cm in games like csgo and val)

     

    wish you and your country the best of luck with that  covid stuff

    Thank you for the return and the message of solidarity. I have been in some way trying to replicate what these two articles demonstrate
    https://journals.sagepub.com/doi/pdf/10.1177/147323000403200315, on the movement with the wrist I agree that it can cause huge problems with the individual's health

    Normal_Ranges_of_Ulnar_and_Radial_Deviation_with_R.pdf

  7. Hello my name is Felipe, I am about 1 year testing all methods available on the site. Currently I have started to test about wrist movement and the average that an individual can do. After some research I found an average (The sum of the movement to the right and left) would be between 15.358 cm to 17.8cm (15.358cm / 16.80cm / 17.00cm / 17.20cm / 17.80cm) but when that is transferred to the game as the smaller the fov more difficult to get right as many already know. So I thought about converting the same measure that I use as accurately as possible for the desktop and then converting to games using the MDH 0% method and to my surprise it has worked very well!
    Sorry for my English, I'm Brazilian and I still don't master English well.

    https://www.mouse-sensitivity.com/?share=184950ee6566195b8759f28c8e67991f  -  for  Discrepancy

    https://www.mouse-sensitivity.com/?share=4a110517c9c044081b2c7466338cc67f -  for 3D 

     

     

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