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Bernd Matthys

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Everything posted by Bernd Matthys

  1. This implementation is a first step and tryout. we will add features and update the level design to make it an even better experience. Currently be aware of the following things. Make sure that your windows desktop sensitivity is aligned with your in-game sensitivity else it will be wrong. We will make the user aware of this in the next version so he can change it on the fly. Make sure that your Windows Pointer Speed (WPS) is set to 6 or if it influences the in-game sensitivity set to the same value (which is rarely the case). This will be updated in February as chromium based browsers as edge and google chrome support RAW mouse input bypassing WPS settings. Vertical sensitivity is currently not supported This will implement in the next update. For the best experience we recommend using Google Chrome. Greetings 3DAT Team
  2. Hey, What does "Target FOV" and "Scale" means? Because I haven't tried this feature and i suppose it's quite new.
  3. By the looks of the menu settings Valorant is using monitor distance matching for syncronizing their ADS sensitivity just like apex legends as there isn't any way to set a separate mulitplier for the different scopes like in overwatch for example. Ofcourse this is an assumption, but in theory it should be very easy to add. FOV is locked at 103 Hor.
  4. @DPI Wizard Not "WPS affected" for a webgl browser game? That has to be a fault because it's not possible to read out the clients WPS settings and adjust your sensitivity calculations by it. While google with there Chromium based project is working on RAW mouse input support I don't believe it is in place already, maybe on Canary. But it's not supported on Firefox or Edge for that matter.
  5. the 5.6x scope has a smaller FOV than the x8 scope according to the calculator, this doesn't seem right to me,
  6. Thx for adding this Wizard, it was original a console title ported to PC in 2017. On of the most underrated and forgotten titles of it's era, while gaming media where very positive about it, it never translated into units sold.
  7. Very small adjustments (moving your crosshair 20 pixels or less) needed to be done with the fingers, it's more accurate than the wrist and this has little to do with sensitivity. I'm an arm aimer and I rarely use my wrist, only my arm and fingers.
  8. Krunker needs an update They have added the following characters Commando Runner Agent
  9. The default FOV for scope is set default to 90° (16/9) but it should be 80° I assume like ADS and hipfire.
  10. In the calculator select for game 1: Apex Legends => Hipfire and put in your settings For game 2 Apex Legends => Scope you want to convert to (For example x1) and put in the same settings as above Now select in the dropdown at the top of the calculator under ADS (360° Distance) Done! (Still not recommended to do this type of conversion since you're FOV is a lot smaller you will have the feeling you fly over you're screen) I recommend using Horizontal Monitor Distance 0% or 100% if you have the feeling 0% is a bit slow. Grtz
  11. The hipfire sensitivity is actually a bit lower then in R6 The ADS sensitivity is a bit higher then in R6 The hipfire FOV isn't 100% on point (2 degrees smaller then in R6) The ADS FOV well where to start is a damn joke and completely flat out wrong so don't bother using ADS.
  12. Apex legends is using the source engine and SHOULD BE using 4:3 FOV scale, but for some reason there is quite some deviation on this. (Apex legends has some issues with FOV overall btw) That's why the wizard has recalculated this and called it "multi" which is 100% correct.
  13. We are working on BO4 and ADS update as we speak but since this game is very complicated to analyse it will take some time. But we hope to get it done next week for www.3daimtrainer.com
  14. I suggest to be polite if you're asking someone to share or explain one of his most important tools for building his calculator. You seem to forget that in a way this script also provides the websites monthly income and isn't something that should be thrown out on the streets, as it is part of the websites IP. So i should be humble. The wizard is already VERY helpful when it comes to technical questions regarding the calculator, which deserves the utmost respect.
  15. Hi Keyinator, Thx for posting this bug you've caught. At this point i can't reproduce it but i will look into it. Thx for reaching out. PS: which browser are you using?
  16. This will be available in v2.1 as states on the site. https://www.3daimtrainer.com/feedback.html Expected release is hard to say but i guess somewhere early Q2. Grtz
  17. This problem should be resolved now, we have stripped the build from unnecessary assets. This significantly reduced the download size.
  18. Fortnite doesn't support first person hipfire and is in fact a 3rd person game with aiming down sight capability for scopes only. The reason it's in our trainer is because we're testing with ADS scopes for version 2.1 but at this point it isn't an effective training since scopes aren't supported yet for public use. And that's also the reason why the sensitivity isn't correct. In fact we should remove it from the trainer until we do support scopes. Thx for bringing this up.
  19. Hi Wizard, Thx for the info! We're being economical with the memory allocation so we exclude as few browsers and users as possible. We've upped it with some MB's. Could you check again? It's all about finding that sweet spot you know, that's why it's a BETA build .
  20. One thing: Some users are experiencing loading times up to a minute and more. This shouldn't be happening since we focused hard on reducing loading times and making everything as light as possible for maximum compatibility. When testing we had a maximum loading time of 20 seconds on a 5 year old medium budget desktop PC. So we're gathering as much data as possible to resolve this issue, that's why i'm asking you guy's to post your loading times twice down below. Twice! because there should be a difference between the first and second time. First time: Browser downloads the build. (which shouldn't take more than 20 seconds on a modern average desktop) Second time: Browser should take it from within the cache memory reducing the loading time. Thx!
  21. Dear Members, Almost a year after our initial launch we finally bring you version 2.0 of our 3daimtrainer. A lot of you guys were very interested in this, asking questions and requesting new features. So i'm very glad i can finally tell you version 2.0 Beta is live now! We invested a lot of time creating a brand new and future proof framework but it was well worth it. We can now push out updates more often and deliver community requests faster and easier. This combined with a snappier and lag free experience we hope to fulfill the community expectations. So spread the word! https://www.3daimtrainer.com/ Version 2.0 Beta includes: - A moving animated character with 4 weapons and synchronized movement speed / camera height for popular games like: Overwatch, PUBG, CSGO,... - Inverted mouse movement and complete option menu with keybinding and crosshair options. - Complete new level design - Multi-target spawn option for flick mode. - Brand new track mode for tracking targets (still working on improvements) -.... Before strapping this up i want to thank the mouse-sensitivity crew and specially Mr. DPI Wizard for supporting us. Our small team really appreciate this!
  22. Got myself the G900, previous i used the g402 but that one got some negative acceleration, the g900 is just incredible!
  23. Little problem with the WPS multiplier in view speed modus. When converting from desktop to a WPS independent game using view speed modus the calculator doesn't take the "real movement speed" into account. It just copies the DPI value from the desktop to the game. Instead the calculator should recalculate the real desktop movement speed This is wrong because the "real movement" speed should be calculated on 540DPI instead of 2160DPI since WPS 3 = 2160dpi * 0.4 = 540 DPI like i changed here. Like this. So when a game is WPS independent the calculator should first recalculate the real desktop movement speed so in this case 540 DPI and use that instead. (while it can still show 2160DPI @ WPS:3) For me this isn't a problem but for other less experienced users this can be confusing.
  24. Big thx for the feedback, i'm glad you guys like it To answer your feedback and give you our near future plans. The "restart training" and "back to menu" button will be added sometime next week. We know we have some issues using mozilla firefox, we are looking into it. Google Chrome doesn't have the "WPS" and "crosshair" issue We are working on a "track aim mode" that simulates "realistic" movements like "A-D strafing", jumping and crouching, where you can set "target speed". But with this mode we also want to implement "character movement" as it otherwise limits the gamemode. As for the "character movement" itself, we want a 1:1 ratio with the selected game to make the simulation as realistic as possible. But this takes a lot of time to work out and for games like Overwatch the movement speed is different for some of the "Heroes" making it a challenge. So i can't give you an ETA on this but know it's in the pipeline and it will probably releases in stages. We're also thinking about some type of gun that fires a "beam" with a "tap fire" and "continuously fire" mode giving you much better feedback towards your aim. As for the rest, more settings like "audio mute" and "crosshair types" will be added in time. H1Z1 will be implemented in the very near future as we are working on this game right now. Since this is a side project of ours, the speed of working out our plans depends highly on the succes of the website itself. So spread the and we will step things up a bit, providing you guys with some great features . And if the Wizard agrees, i will make a topic to inform the members of mousesensitivity with updates and feedback. As i think in the long run both websites can benefit from each other as we both trying to improve gamers aim in different ways. Grtz.
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