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Skwuruhl

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  1. Thanks
    Skwuruhl got a reaction from 0x40 in Warhammer 40,000: Darktide   
    I updated my mod to use chat commands to set sensitivity to 6 decimals of precision. https://www.nexusmods.com/warhammer40kdarktide/mods/38
  2. Thanks
    Skwuruhl got a reaction from DPI Wizard in Warhammer 40,000: Darktide   
    Mod is updated. I haven't verified that sensitivity still scales with tangent of FOV but I imagine it still does.
    Edit: we good

  3. Like
    Skwuruhl got a reaction from RedX in I found a way to calculate the perfect fov   
    Ok apologies in advance for the bad MS Paint but (also I meant right triangles, not right angles)
  4. Like
    Skwuruhl got a reaction from Tyquze in BattleBit Remastered   
    I 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
  5. Like
    Skwuruhl reacted to randomguy7 in I found a way to calculate the perfect fov   
    nevermind ignore this post
  6. Like
    Skwuruhl got a reaction from DPI Wizard in Remnant II   
    Config 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.
  7. Like
    Skwuruhl reacted to DPI Wizard in Show True Scope Zoom   
    Good idea, I've added it to the "Actual VFOV" line in the advanced output now!
  8. Like
    Skwuruhl reacted to DPI Wizard in BattleBit Remastered   
    This 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.
  9. Like
    Skwuruhl got a reaction from benedu3095 in Warhammer 40,000: Darktide   
    https://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.
  10. Thanks
    Skwuruhl got a reaction from Griffle in Borderlands 3   
    It 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.
     
  11. Like
    Skwuruhl got a reaction from MacSquirrel_Jedi in Mouse sensitivity utility by MSJ   
    Monitor 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.
     
  12. Like
    Skwuruhl got a reaction from Cohen in Game request archive   
    Name: 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.
  13. Like
    Skwuruhl got a reaction from Sithex in Game request archive   
    Name: 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.
  14. Like
    Skwuruhl got a reaction from HeXBLiTz in Game request archive   
    Name: 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.
  15. Like
    Skwuruhl got a reaction from V1RUS_ita in Game request archive   
    Name: 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.
  16. Like
    Skwuruhl got a reaction from H3rr7w3rg in Game request archive   
    Name: 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.
  17. Like
    Skwuruhl got a reaction from Jerm in Game request archive   
    Name: 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.
  18. Like
    Skwuruhl got a reaction from DPI Wizard in Game request archive   
    Name: 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.
  19. Like
    Skwuruhl got a reaction from IsaacLightning in Game request archive   
    Name: 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.
  20. Like
    Skwuruhl got a reaction from Unieveth in Game request archive   
    Name: 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.
  21. Like
    Skwuruhl got a reaction from OsirisO in Game request archive   
    Name: 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.
  22. Like
    Skwuruhl got a reaction from 3dsfinn in Game request archive   
    Name: 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.
  23. Thanks
    Skwuruhl got a reaction from Merinda18 in Game request archive   
    Name: 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.
  24. Like
    Skwuruhl got a reaction from AntonLFG in Game request archive   
    Name: 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.
  25. Thanks
    Skwuruhl got a reaction from spyder256 in Halo: The Master Chief Collection / Halo: Reach   
    1. Start game without anticheat
    2. Set sensitivity with cheat engine
    3. Close game
    4. Start game with anticheat
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