Reputation Activity
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Skwuruhl reacted to DPI Wizard in Game request archiveThese two are added. No smoothing in RV There Yet :)
This was already added, but needed an update.
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Skwuruhl got a reaction from DPI Wizard in Dead by DaylightOh man that's so bizarre. I tried it again and it's working just fine for me now. This game is so buggy. I wonder how many sensitivity scalars this game has going on lmao. We have the normal UE one with AxisConfig and then the AxisMappings one and I'm sure there's a couple more for survivor and killer that we don't know the names for.
Also a minor quibble since I'm already replying but you forgot to mention that the axisconfig lines also go underneath [/Script/Engine.InputSettings]. I'm sure most people could figure it out but just mentioning it.
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Skwuruhl got a reaction from DPI Wizard in Dead by DaylightOkay nearly all information on this is super oudated so I had to dig around to figure out what's going on. For Steam you need to change a keybind (you can change it back) to populate %LOCALAPPDATA%\DeadByDaylight\Saved\Config\WindowsClient\Input.ini Afterwards, underneath [/Script/EnhancedInput.EnhancedPlayerInput] add:
bEnableMouseSmoothing=False AxisMappings=(AxisName="LookUp",Scale=-0.3201,Key=MouseY) AxisMappings=(AxisName="Turn",Scale=0.3201,Key=MouseX)Replacing Scale with desired values. Above values are for 43.2955cm/360 on killer at 0 sensitivity and about the same for survivors at 25.
Edit: forgot windows store/game pass:
this one was easier. Edit %LOCALAPPDATA%\DeadByDaylight\Saved\Config\WinGDKClient\Input.ini and add:
[/Script/Engine.InputSettings] bEnableMouseSmoothing=False AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.000000,Sensitivity=0.022407,Exponent=1.000000,bInvert=False)) AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.000000,Sensitivity=0.022407,Exponent=1.000000,bInvert=False)) AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.050000,Sensitivity=1.00000,Exponent=1.000000,bInvert=False)) AxisConfig=(AxisKeyName="Gamepad_RightY",AxisProperties=(DeadZone=0.050000,Sensitivity=1.00000,Exponent=1.000000,bInvert=False)) AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.050000,Sensitivity=1.00000,Exponent=1.000000,bInvert=False)) AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.050000,Sensitivity=1.00000,Exponent=1.000000,bInvert=False))Values are for same sensitivity as above.
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Skwuruhl got a reaction from DPI Wizard in Warhammer 40,000: DarktideUse https://www.nexusmods.com/warhammer40kdarktide/mods/38. Just be sure to set them in order of look_scale then look_scale_ranged then look_scale_ranged_alternate_fire as you desire.
For ease of use the less specific commands change all sensitivities that fall under their category.
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Skwuruhl got a reaction from benedu3095 in Killing Floor 2I was updating my python script and dug into the exact code for scope sensitivity. Any given scope has static multiplier calculated with
PlayerIronSightFOV / FieldOfView * ScopedSensitivityMod * 0.01333 with variables pulled from each scoped weapon's relevant KFWeap .uc file. e.g. the railgun:
(70/23 * 16 * 0.01333) = 0.6491130434782608695652173913043478260869565217391304347826086956... Also the Husk Cannon is 50 FOV base, not 60.
Hopefully comprehensive list of Non-Scoped FOV:
Minigun: 82 Microwave and Flamethrower type weapons: 80 Pistols: 77 Blunderbuss and most SMGs: 75 Grenade Launchers and Scorcher: 73 Everything else, including the thompson, mp7, and medic smg: 70 Lever/Bolt-action, Gravity Imploder/Sonic Gun/Thermite Bore/etc., and Frost Fang: 65 Riot Shield: 64 Husk Cannon and Mine Reconstructor: 50 Scoped weapons:
All have PlayerIronSightFOV=70
ScopedSensitivityMod=8 and FieldOfView=12.5 (multiplier=0.597184):
FAMAS FN FAL Cranial Popper Storm Cannon Mk14 EBR M99 Parasite Implanter ScopedSensitivityMod=12 and FieldOfView = 18.5 (multiplier=0.605254):
Both crossbows ScopedSensitivityMod=16 and FieldOfView = 23 (multiplier=0.649113):
Railgun -
Skwuruhl got a reaction from benedu3095 in Killing Floor 2They just all share a sensitivity multiplier of 0.597184. The actual scope FOV will vary based on the actual weapon model, as far as I can tell. Unless I've missed something in the code the FOV seems to be something it happens to be because of their screen within a screen implementation and not anything actually configured. e.g. if the scope is big on screen then there will be a lot of zoom.
Edit: further clarification on this. The actual physical scope shares an FOV. Like whatever is at the far edge of one scope will be at the far edge of one of the same configuration. The difference is that some scopes are "bigger" so they have more "zoom" in the sense that they make enemies on your screen larger. But the size of the scope is dependent on the weapon model and view model FOV, to the best of my knowledge.
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Skwuruhl got a reaction from DPI Wizard in Killing Floor 2They just all share a sensitivity multiplier of 0.597184. The actual scope FOV will vary based on the actual weapon model, as far as I can tell. Unless I've missed something in the code the FOV seems to be something it happens to be because of their screen within a screen implementation and not anything actually configured. e.g. if the scope is big on screen then there will be a lot of zoom.
Edit: further clarification on this. The actual physical scope shares an FOV. Like whatever is at the far edge of one scope will be at the far edge of one of the same configuration. The difference is that some scopes are "bigger" so they have more "zoom" in the sense that they make enemies on your screen larger. But the size of the scope is dependent on the weapon model and view model FOV, to the best of my knowledge.
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Skwuruhl got a reaction from DPI Wizard in Killing Floor 2I was updating my python script and dug into the exact code for scope sensitivity. Any given scope has static multiplier calculated with
PlayerIronSightFOV / FieldOfView * ScopedSensitivityMod * 0.01333 with variables pulled from each scoped weapon's relevant KFWeap .uc file. e.g. the railgun:
(70/23 * 16 * 0.01333) = 0.6491130434782608695652173913043478260869565217391304347826086956... Also the Husk Cannon is 50 FOV base, not 60.
Hopefully comprehensive list of Non-Scoped FOV:
Minigun: 82 Microwave and Flamethrower type weapons: 80 Pistols: 77 Blunderbuss and most SMGs: 75 Grenade Launchers and Scorcher: 73 Everything else, including the thompson, mp7, and medic smg: 70 Lever/Bolt-action, Gravity Imploder/Sonic Gun/Thermite Bore/etc., and Frost Fang: 65 Riot Shield: 64 Husk Cannon and Mine Reconstructor: 50 Scoped weapons:
All have PlayerIronSightFOV=70
ScopedSensitivityMod=8 and FieldOfView=12.5 (multiplier=0.597184):
FAMAS FN FAL Cranial Popper Storm Cannon Mk14 EBR M99 Parasite Implanter ScopedSensitivityMod=12 and FieldOfView = 18.5 (multiplier=0.605254):
Both crossbows ScopedSensitivityMod=16 and FieldOfView = 23 (multiplier=0.649113):
Railgun -
Skwuruhl got a reaction from 0x40 in Warhammer 40,000: DarktideI updated my mod to use chat commands to set sensitivity to 6 decimals of precision. https://www.nexusmods.com/warhammer40kdarktide/mods/38
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Skwuruhl got a reaction from DPI Wizard in Warhammer 40,000: DarktideMod is updated. I haven't verified that sensitivity still scales with tangent of FOV but I imagine it still does.
Edit: we good
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Skwuruhl got a reaction from RedX in I found a way to calculate the perfect fovOk apologies in advance for the bad MS Paint but (also I meant right triangles, not right angles)
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Skwuruhl got a reaction from Tyquze in BattleBit RemasteredI strongly recommend MDH/MDV 0% as it's mathematically equivalent to scaling sensitivity by zoom level. That's to say if when you ADS everything appears 3x larger, your sensitivity will be 1/3rd.
e.g. with my sensitivity I have 46cm/360° in hipfire. At 71° vFOV the red dot has 1.23546x zoom (tan(71°/2)/tan(60°/2)=1.23546). With the calculator set to MDV 0% it recommends 56.83116cm/360. 46cm * 1.23546 ~= 56.83116cm. Another old example I made for Overwatch: https://imgur.com/a/szjlq
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Skwuruhl reacted to randomguy7 in I found a way to calculate the perfect fovnevermind ignore this post
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Skwuruhl got a reaction from DPI Wizard in Remnant IIConfig options in general only show up if you've changed the setting in-game. But if a setting is missing you can just add it, generally. Nothing will break if you reorder stuff either.
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Skwuruhl reacted to DPI Wizard in Show True Scope ZoomGood idea, I've added it to the "Actual VFOV" line in the advanced output now!
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Skwuruhl reacted to DPI Wizard in BattleBit RemasteredThis is updated now. In the previous version when the game was analyzed, ADS and Ironsights shared the 1x setting. Since it's separated now, it affects all calculations.
Do note that the old calculations were correct for everything except ironsights, and now that Aim Down Sight Horizontal Sensitivity is linked to ironsights it changes all the other values accordingly.
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Skwuruhl got a reaction from benedu3095 in Warhammer 40,000: Darktidehttps://www.nexusmods.com/warhammer40kdarktide/mods/38
https://github.com/Skwuruhl/darktide-granular-settings
Adds one additional decimal place to sensitivity and FOV. FOV range is also changed to 65 to 105.
As a side note: ADS sensitivity in Darktide scales by focal length (or mdv 0%) by default. You might've seen my post on the Darktide forums about it. Idk who else would've been posting about it lmao.
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Skwuruhl got a reaction from Griffle in Borderlands 3It started with the idea of matching "monitor distance" for set mouse movements. For example if a 4cm mouse movement in hipfire would aim at something halfway across your monitor (horizontally) this would be a 50% mouse movement. If you wanted to make it so when you ADS a 4cm flick would move your crosshair halfway across the screen, your desired sensitivity would be 50% mdh. The equation for this is
where x is your desired flick distance. There's 2 major problems with this method:
1. A matched distance only works at that single distance and accuracy falls off by the metric of maintaining flick distance as you make flicks different from x.
2. The math completely breaks down if you aren't looking straight forward, as looking up or down changes how mouse movements translate to monitor distance entirely.
The first problem was somewhat addressed when people wondered if you could make x 0% to make tracking very accurate. Plugging x into the above equation is undefined, however you can have x approach infinitely close to zero and calculate the result of that. When you do this the equation simplifies to
Turns out this worked pretty well and only lost accuracy for very large flicks.
Though that still leaves the 2nd issue, and if trying to match exact mouse movements with exact monitor movements was actually the best way to calculate zoom sensitivity. Many people found that 0% md exhibited some nice behaviors that didn't happen at other distances. See this video by @DPI Wizard:
To explain what's happening here (assuming bf3 8x, 4x, red dot in order. with 70 fov in settings. Doesn't exactly matter, only the ratios do.)
The first scope is standing at some distance with a 6.9x zoom scope.
Second Scope is 3.47x at 50% of that distance
Third is 1.83x at 21% of that distance.
The exact same mouse movement is being used to track the target at each scope/distance combo. Now what's the big deal? You could find some distance to stand at with any scope and sensitivity combo where target tracking would line up. There's two big deals here:
1. Notice how the target is the exact same visual size on all 3 recordings
2. The distances being stood at line up exactly with the ratio of zoom. e.g. 3.47 is half of 6.9.
This is pretty big because that means you can make zoom sensitivity scale the exact same way as just standing closer or further from a target. To the point where the right zoom/distance combo completely cancels out and is the same as hipfire. Now the question is how does this happen? What's so special about 0% md that causes this? Well, put simply: it's not because of 0% md per se.
Let's back up a bit to zoom ratio. Zoom as a technical term is used for cameras and telescopes comparing the focal length of two different images. If one image was taken with a focal length of 5mm, and another was taken with a focal length of 10mm, there's a factor of 2x zoom going from the 10mm to the 5mm (smaller focal length is more zoomed in). What if we were to scale our zoom sensitivity by this zoom ratio? That seems to make pretty straightforward sense: if my scope has a zoom ratio of 2.0, then my sensitivity should be halved. Well the major hurdle is that games don't measure fov in focal length, they measure it in degrees (or sometimes radians). Luckily there's an equation to convert your camera's focal length to degrees:
Where alpha is degrees, d is size of the film, and f is focal length. Though this is to convert from focal length to degrees, we need to solve for f:
So we can calculate the horizontal fov of a 23.8" monitor (526.85mm horizontally):
If we can calculate the focal length then we can calculate the zoom ratio by dividing the focal length of two different zoom levels (e.g. hipfire and scope), in fact the equation is simplified even further since we have a consistent film size (monitor):
And so we've arrived back at the same equation we arrived at with 0% md. But this explains the behaviors related to zoom ratios. Another example of such behavior:
https://imgur.com/a/szjlq
Scaling by focal length / 0% is the most mathematically sound way of scaling because of all this.
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Skwuruhl got a reaction from MacSquirrel_Jedi in Mouse sensitivity utility by MSJMonitor Distance is a flawed way of looking at sensitivity. The proper way to compare hipfire to zoom is by using the zoom ratio between the two fields of view. If everything becomes 4.5x larger when you enter ADS, you want to reduce sensitivity by a factor of 4.5.
See: https://imgur.com/a/szjlq
This is consistent with how your brain perceives distance and size of target. E.g. a target 2x closer to you will appear 2x as large, and take 2x the mouse movements to aim at.
Zoom is the ratio of focal lengths between two images.
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Skwuruhl got a reaction from Cohen in Game request archiveName: Halo Infinite
Website: https://www.halowaypoint.com/en-us
Status: "tech preview"
Release date: 2021
Availability: Invite Only
Halo Infinite m_yaw is just under 0.00036 rad or ~0.0206265 deg. Sensitivity is in increments of 0.1 and hipfire is unaffected by FOV. Hipfire FOV settings are a slider from 65 to 120 but actual FOV is the same as MCC.
Haven't checked scopes much but there are individual sliders for every zoom level. Only in increments of 0.1 though which makes it a bit less useful.
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Skwuruhl got a reaction from Sithex in Game request archiveName: Halo Infinite
Website: https://www.halowaypoint.com/en-us
Status: "tech preview"
Release date: 2021
Availability: Invite Only
Halo Infinite m_yaw is just under 0.00036 rad or ~0.0206265 deg. Sensitivity is in increments of 0.1 and hipfire is unaffected by FOV. Hipfire FOV settings are a slider from 65 to 120 but actual FOV is the same as MCC.
Haven't checked scopes much but there are individual sliders for every zoom level. Only in increments of 0.1 though which makes it a bit less useful.
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Skwuruhl got a reaction from HeXBLiTz in Game request archiveName: Halo Infinite
Website: https://www.halowaypoint.com/en-us
Status: "tech preview"
Release date: 2021
Availability: Invite Only
Halo Infinite m_yaw is just under 0.00036 rad or ~0.0206265 deg. Sensitivity is in increments of 0.1 and hipfire is unaffected by FOV. Hipfire FOV settings are a slider from 65 to 120 but actual FOV is the same as MCC.
Haven't checked scopes much but there are individual sliders for every zoom level. Only in increments of 0.1 though which makes it a bit less useful.
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Skwuruhl got a reaction from V1RUS_ita in Game request archiveName: Halo Infinite
Website: https://www.halowaypoint.com/en-us
Status: "tech preview"
Release date: 2021
Availability: Invite Only
Halo Infinite m_yaw is just under 0.00036 rad or ~0.0206265 deg. Sensitivity is in increments of 0.1 and hipfire is unaffected by FOV. Hipfire FOV settings are a slider from 65 to 120 but actual FOV is the same as MCC.
Haven't checked scopes much but there are individual sliders for every zoom level. Only in increments of 0.1 though which makes it a bit less useful.
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Skwuruhl got a reaction from H3rr7w3rg in Game request archiveName: Halo Infinite
Website: https://www.halowaypoint.com/en-us
Status: "tech preview"
Release date: 2021
Availability: Invite Only
Halo Infinite m_yaw is just under 0.00036 rad or ~0.0206265 deg. Sensitivity is in increments of 0.1 and hipfire is unaffected by FOV. Hipfire FOV settings are a slider from 65 to 120 but actual FOV is the same as MCC.
Haven't checked scopes much but there are individual sliders for every zoom level. Only in increments of 0.1 though which makes it a bit less useful.
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Skwuruhl got a reaction from Jerm in Game request archiveName: Halo Infinite
Website: https://www.halowaypoint.com/en-us
Status: "tech preview"
Release date: 2021
Availability: Invite Only
Halo Infinite m_yaw is just under 0.00036 rad or ~0.0206265 deg. Sensitivity is in increments of 0.1 and hipfire is unaffected by FOV. Hipfire FOV settings are a slider from 65 to 120 but actual FOV is the same as MCC.
Haven't checked scopes much but there are individual sliders for every zoom level. Only in increments of 0.1 though which makes it a bit less useful.