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Vaccaria

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  1. Confused
    Vaccaria reacted to rencivj in Valorant (Windowed 4:3) Conversion to Fortnite,CS2,Apex and R6   
    in valorant i use windowe mode with 4:3 res. in fortnite the same but just for the stretch res. my monitor size is 24.5"
  2. Thanks
    Vaccaria got a reaction from satellite4080 in Jedi's mouse trick   
    These are not constants, these values will be different as they use centimeter in the formula.
    For example, these are the values I got in CoD:MW
    Jedi's Tick - Horizontal ≈ 107%MDV, 60%MDH; 107*(9/16)=60.1875%MDH
    Jedi's Tick - Vertical ≈ 68%MDV, 38%MDH; 68*(9/16)=38.25%MDH
  3. Like
    Vaccaria reacted to stanmarsh44 in Match Drawing tablet sensitivity to mouse (Wacom CTL-672)   
    I have figured out the problem. Using MouseTester, I have measured a more accurate DPI measurement of my mouse. It turns out my mouse is using 900 DPI for some reason even though it is set to 800 in the software. If I substitute 900 instead of 800 with your calculations, then I receive 35.433070866141732283464566929134px/mm. And now the sensitivity matches up. Thank you for doing your own tests, as it showed that something was wrong with my mouse.
  4. Thanks
    Vaccaria reacted to TheNoobPolice in Conversion of sensitivity from 2D to 3D windows   
    You are going about this in an overly complex way. If you want to increase vertical sens without changes in direction and without using acceleration you would really need to use something like the Bias mode I added to Custom Curve.
    In Raw Accel you can do similar but you kind of just have to "hack" it using the LUT mode and anisotropy by using an "instant" acceleration to a cap that all occurs below minimum input speed.

    You could set it as follows:

    LookUp Table (Sensitivity mode):
    1e-17,2;
    1e-16,2;

    Sens Multiplier = 0.5
    Y Range = 2 * desired y/x ratio - 1 = 1.84972170686 in your case


    This creates the same graph as your y/x ratio version, but does not change diagonal directions (This shows what usually happens).

    This method works because we create some invisible instant acceleration between sens 1 to 2 and the range function has a formula of:
    (acceleratedSensitivity -1) * (rangeX + (rangeY - rangeX) * (atan(|y/x|)) / (pi/2)) + 1

    or more easily understood as:

    "A single sensitivity applied to both axes, that is linearly scaled to each axes configured sensitivity value by the ratio of input angle to 90 degrees"

    The transition across angles would be entirely linear in Raw Accel, so an input of 45 degrees would have a sens of (1 + (desired y/x ratio -1) * (45/90)) = 1.212430426715, and an input of 22.5 degrees would have a sens of (1 + (desired y/x ratio - 1) * (22.5 / 90)) = 1.1062152133575, but there is only this one sensitivity applied to both axes components at all times so directionality is preserved - increasing vertical sens in this way does not make near horizontal motions less stable by "pitching up" your crosshair like what happens with a y/x ratio change.

    Using legacy threshold-based angle-snapping is a bad idea since it is extremely flawed and simply obfuscates angles below the set threshold - which is doing nothing except reduce the fidelity of input. There could be less compromised ways to facilitate a larger / more forgiving angular window to move along an axis, but none that are available at the moment.
  5. Like
    Vaccaria reacted to TheNoobPolice in Dealing with mouse drifting while in motion, at wits end.   
    You only need to enter DPI in the app for the velocity chart (since it charts real-world meters per second as units) and / or if you want to measure true DPI accuracy / deviation (can also be done on this website).

    Your mouse has much better performance than any of mine as far as it's SPI timing (jitter) and counts distance consistency, probably why it also drifts far less than any of mine do.
    You plot would not improve much if at all from any smoothing as it's remarkably un-noisy (most likely because there is some internal smoothing applied in the sensor / firmware which is why the plot is so nice).

    So basically, although this is a big issue for you personally, you probably have less than or equal to the lowest drift of any modern mouse available, and I once again refer to my previous advice of you really should find something else to worry about. If anyone tells you they are getting less drift they are probably either not testing in real-world conditions or just talking nonsense.
  6. Like
    Vaccaria got a reaction from MacSquirrel_Jedi in Conversion of sensitivity from 2D to 3D windows   
    Different X'Y will cause the sensor to rotate in relation to the grip. The mouse forms the grip, if you change the sensor rotation through the software, the grip can also change, my fourth finger has taken a position further from the sensor, before it tried to grip so that in osu there was at least some acceptable horizon.
    I came to the rotate because I was testing different X'Y, in which some phenomena became immediately noticeable.

    I started the movements from the center to the left.
    All movements were done with eyes closed. The movements should be similar to Jump's, but with stops at the edges. Muscles should tense at the beginning and relax at the end, i.e. you could say "flick with LMB holding" repeat the motion cycle from side to side about 8-12 lines. 
     
    When I go into the game, I put Y and the movement on the horizon is now less like a sine wave.

     
  7. Like
    Vaccaria got a reaction from benedu3095 in Conversion of sensitivity from 2D to 3D windows   
    Different X'Y will cause the sensor to rotate in relation to the grip. The mouse forms the grip, if you change the sensor rotation through the software, the grip can also change, my fourth finger has taken a position further from the sensor, before it tried to grip so that in osu there was at least some acceptable horizon.
    I came to the rotate because I was testing different X'Y, in which some phenomena became immediately noticeable.

    I started the movements from the center to the left.
    All movements were done with eyes closed. The movements should be similar to Jump's, but with stops at the edges. Muscles should tense at the beginning and relax at the end, i.e. you could say "flick with LMB holding" repeat the motion cycle from side to side about 8-12 lines. 
     
    When I go into the game, I put Y and the movement on the horizon is now less like a sine wave.

     
  8. Like
    Vaccaria got a reaction from benedu3095 in Conversion of sensitivity from 2D to 3D windows   
    Since I test in games where there is no X'Y separation, I did not pay proper attention to Y. With the horizontal (X) I made a decision. - 200%MDH, it's time for Y - 200%MDV.
    In osu I use the same X'Y. When I enter the game, I set the multiplier for Y in RawAccel. In Kovaak can set multiplier for Y, but in Kovaak there is no manipulation of the 2D interface, like in the game Rust, so this is the first problem when using RawAccel or software in the mouse.
    If use the 0%MDV(H) method from 2D, there is no difference in X'Y. And if use percent in any MDV(H) method, there is a difference in X'Y.
    I've always run into a lack of "Y" because of my fingers, but I always grabbed for X and couldn't switch to Y. With 200%MDH - X, 200%MDV - Y, vertical, diagonal tracking became more accurate, and most importantly, fingers began to actively help, they used to go the distance quickly, and in 3D it was not enough for adjustments, so the shoulder was connected.
    Different X'Y can be used with the method of Jedi V and 60%MDH (it is slightly more accurate than Jedi H, but also Jedi H fits) Also with 100%MDH and 100%MDV. 
    I'm leaning towards the 200%MDH - X; 200%MDV - V method. 
  9. Thanks
    Vaccaria got a reaction from MloveG in Which conversion method is good if the fov is different?   
    https://www.mouse-sensitivity.com/?share=beb8225f9b883972f35a0807e9abd178
  10. Like
    Vaccaria got a reaction from tecgu0701 in Which conversion method is good if the fov is different?   
    https://www.mouse-sensitivity.com/?share=beb8225f9b883972f35a0807e9abd178
  11. Thanks
    Vaccaria reacted to DPI Wizard in Caliber   
    I've added config file and a bunch of weapons now. Not all though, as they're a real mess and tedious to analyze.
    I've added all assault, support up to Fortress, no medic and recon up to Komar.
  12. Thanks
    Vaccaria reacted to DPI Wizard in 10.1 - UI refresh!   
    There was a bug where the correct conversion method was not applied, it is fixed now.
  13. Like
    Vaccaria reacted to Skidushe in Error Mathematics   
    Hi all, I was doing some error analysis on match percentages, with regards to deriving @MacSquirrel_Jedi 's mouse trick Numerically. If anyone was curious it lies here:
    https://tomhepz.com/post/monitor-match-math/
    With some of the relevant plots here:
    https://www.desmos.com/calculator/sezgpjgs9w
    Was curious what people thought a suitable minimisation metric would be since in theory I should be able to form a function of optimum match given some metric by numerically integrating over some Error function in effect 'Deriving' Jedi's Trick.


  14. Like
    Vaccaria got a reaction from Matsuho in Need help with Jedi trick scope sens   
    There are two options: 
    1) Manual with MDV.
    2) Automatic MDH, the site does it when JT is selected as the method.
    I use the manual method, but will show the automatic method.
    1) https://www.mouse-sensitivity.com/?share=dc8ab42216e6a320934553c92a05d810 - Let's say these are the basic settings, which, if possible, I will strive for in FPS games.
    2) https://www.mouse-sensitivity.com/?share=0c4745e72bee42d932453e6d11922f5b - This is a third-person game, in third-person games I use 80H FoV.
    1) 360° Distance: 28.7687 inches 2) 360° Distance: 39.5713 inches. This is all because of the difference in FoV with the same DPI. The difference can be compensated via DPI if needed(or programmatically, such as RawAccel).
    Now let's move on to ADS and Scope.
    1) https://www.mouse-sensitivity.com/?share=7e528448e896b0cbe2ec811e67cf1104 - Here the starting point of the calculations is a 2D game.
    2) https://www.mouse-sensitivity.com/?share=aa1f67e2030ed6cfe5bc7b6de57a3ea2 - Here the starting point for the calculations is Hipfire.
    1) Widowmaker/Ana - 43.87 Ashe - 58.05. 2) Widowmaker/Ana - 42.91 Ashe - 57.01. We see a difference in ADS and Scope, although hipfire is the same. This is how the starting point directly affects ADS and Scope.
    Now let's go to Fortnite and see the difference in H and V sensitivity there.
    https://www.mouse-sensitivity.com/?share=60c5eeeb2feff2d20ff1ea6fc375c1bc - The MDV JT method is now applied to the vertical axis, and the MDH JT method to the horizontal axis.
    https://www.mouse-sensitivity.com/?share=54af53dafff09d66622b197a7a2af028 - Here again we see ADS and Scope adjusting to Hipfire.
    The answer to your difficult choice. When you use your multiplier for hipfire, your next step is setting up ADS and Scope. People use different methods to suit their needs, but mathematically everything tends to 0%=) The lower the FoV, the closer to 0% or otherwise it's "Pixel ratio:1 pixels/count"(if we're aiming for it from 2D to 3D, but otherwise, it's the same value "Pixel ratio: ? pixels/count" everywhere from Hipfire to ADS, Scope). The JT method combines 0% - tracking and 100% - flicks in a certain area with minimal divergence. If the game combines slow tracking (moving objects) and no flicks, you will be more comfortable using 0%. But when we go to shoot with sniper rifles, we can't aim at the head every time, we can aim at some area of the head, then commit a flick. The same applies in the sense of "flick", tracking fast moving objects in different axes is difficult, it is easier to keep the crosshairs at a distance and commit flicks than to track.
    Therefore, it is easier to take the way "from 2D to 3D" and each time for each game to use a method (0% or JT), than to adjust their senses. I find it easier to increase the DPI to reduce the distance by 360, but keep the "Pixel ratio" on the monitor.
  15. Like
    Vaccaria reacted to kingdowning in Sensitivity Explained   
    Thanks to this website and a few other sources, I was able to throw together a video explaining most of the main settings that affect sensitivity when it comes to FPS gaming. Thanks to DPI Wizard and MacSquirrel_Jedi especially for all their input and help on these topics. Would be honored if you'd check it out, and feel free to leave any input or criticism on what I could have done better!
    Much love!!!
    Spencer
  16. Thanks
    Vaccaria got a reaction from Zeish in Yet another Apex question, I can't figure out what to do, and I will Erupt soon.   
    @Zeish  You have 3 kinds of settings, you need to test them all on the training ground, which ones are closest to you. 1) A copy of yours from BF for Hipfire(ADS and Scope at 0%, so in Apex you will care about their FoV)
     
    2)  https://www.mouse-sensitivity.com/?share=e669821a9c3153141d40bf1c5ccf7a87  Here you need to check how feels (1X Scope / ADS (SMG, SG, Pistol)) vFoV they have 55.
    3) https://www.mouse-sensitivity.com/?share=24bec8cbf52776b703dcb83191c8bd98 Here you need to check how feels (ADS (AR, LMG, Sniper)) vFoV they have 55.
    The game uses a single line to ADS these weapons. mouse_zoomed_sensitivity_scalar_0 "1" (1X Scope / ADS (SMG, SG, Pistol))
    mouse_zoomed_sensitivity_scalar_0 "1" (ADS (AR, LMG, Sniper))
    Players prefer to use ADS (SMG, SG, Pistol).
    Since you used 55 vFoV in BF, you may be comfortable using this FoV for these weapons, just try it.
    ///
    Also try the same settings as the pro players, but with your data from BF. Here (1X Scope / ADS (SMG, SG, Pistol)) equals Actual VFOV:73.999974 degrees Actual HFOV:106.520039 degrees (Your Hipfire from BF)
     
    To understand what is closer to you in this game, you need to check a lot of settings. Maybe you will discover other settings, who knows... I am writing to you from personal experience. 
    You can also report after all the tests, which of the options you are closest, then a can more accurately adjust the settings.
  17. Like
    Vaccaria got a reaction from Zeish in Yet another Apex question, I can't figure out what to do, and I will Erupt soon.   
    Here are your settings but without your FoV. Give the FoV.
     
  18. Like
    Vaccaria got a reaction from Zeish in Yet another Apex question, I can't figure out what to do, and I will Erupt soon.   
    I think I understand what people want in APEX. There is FoV for Hipfire and there is FoV for 1x. They overestimate the FoV of hipfire to get 100-106Hdeg for x1(ADS Wingman etc) they train in Aim trainers not hipfire but x1 sens, that is about 100-106Hdeg. It is very difficult to understand the needs of people until you get acquainted with the idea in their circles, they certainly do not understand why these particular settings require their skills, but as they say the body can not be fooled, they almost do not shoot with hipfire.
  19. Confused
    Vaccaria reacted to Crackhead in Trying to scale rust ads to 8x with dpi changer, how do I figure this out?   
    I play at 800 dpi .2 sense in game, I want to figure out what dpi to change to or what the multiplier is for the 8x so my sense scales so I'm pulling down the same amount as if I was using iron sights but with an 8x. 
  20. Like
    Vaccaria reacted to TheNoobPolice in Does a higher DPI reduce mouse sensor DPI variation, or is it all relative?   
    It isn't required to be tested, because it's just simple math and the way a mouse works is already completely understood. I added it to a spreadsheet to show the timings of different DPIs until first data sent (which is NOT input latency, because a target distance is not defined for the input).

    Make a copy of the sheet and play around with the hand speed and DPI values and or/ system latency of other factors (such as GPU/ CPU / OS latency - which are also not static and vary between runs etc) and you will get the calculated delay until "screen flash" if you tested with the same methodology of the Battlenonsense or Optimum tech youtube channels. The only wiggle room on this is if the DPI reported by the mouse is not accurate.

    The reason the higher and higher DPI converges closer to the max value, is not because the effect changes, but because the larger total system latency of other factors becomes more and more dominant in the calculation.

    But in either case, none of these differences are meaningful when considering the delay to a target location, which is the only important factor for a pointing device.

    Of course, there will be sensors that perform differently on different DPI settings with either more or less drift, and a VERY low DPI mouse would obviously have visibly less accurate angle tracking due to fewer data points with which to define the angle of any direction. This is also to do with the firmware implementation of the mouse / sensor, as some may be even worse on higher DPI's. But this is also not really meaningful when it is tested with a 2D cursor, because cursors cannot sub-pixel increment, so any input is necessarily truncated to the nearest pixel position which doesn't happen in a 3D game. You would always get more visible "drift" with a cursor than what happens in a game.
  21. Like
    Vaccaria reacted to TheNoobPolice in Can we have one more Mouse accuracy test?   
    I'm not sure if DPI wizard still has access to that equipment, but ironically, that video was a bit ahead of it's time. The high-performance gaming mouse scene has grown significantly in both size and expected standards of quality since it was previously only a small esoteric bunch of nerds on overclock.net. I'm sure a lot more people would be interested in comparisons with more modern mice / firmware, even though the general consensus is they are all "good enough" these days.
  22. Thanks
    Vaccaria reacted to MacSquirrel_Jedi in Mouse sensitivity utility by MSJ   
    Version 3.01 is out   - Download link in video description
    - Added the ability to compare 3D games that are not part of the utility (Custom_1/2)
    - PUBG: Added aims (P90, Crossbow, Win94, VSS)
    - Release Notes completely translated into english
    - WPS 3/20 corrected multiplier from 0,15625 to: 0,125
  23. Like
    Vaccaria reacted to DPI Wizard in I wanna change the windows sens to normal since I changed it to lower a long time ago   
    Try lowering your polling rate to 125Hz, the game might have issues with high polling rates.
  24. Like
    Vaccaria reacted to DPI Wizard in I wanna change the windows sens to normal since I changed it to lower a long time ago   
    Note that you can not necessarily apply the multiplier directly to the sensitivity. It works for some games but not all, as in this example with Elder Scrolls Online where you obviously can't multiply anything by 0 to get a new sensitivity: https://www.mouse-sensitivity.com/?share=9c5f556e01511bfac56983b4f8db0a50
  25. Like
    Vaccaria reacted to DPI Wizard in Jedi's mouse trick   
    Cool, I'll let you know when I have a beta version of it up and running so you can verify it
    I'll name them Jedi's Trick - Horizontal and Vertical maybe.
    I'm working on a lot on new features like swapping input and output with a click (to reverse the calculation) and adding games favorites so they appear in the top of the list, I'll include this in the next update.
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