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Bernd Matthys

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  1. Like
    Bernd Matthys got a reaction from PAINter in Actual HFOV: and couple of other questions   
    Actual FOV, means the horizontal FOV based on your resolution or ratio, so the most used and most straight forward way of expressing your field of view.
    So for example CSGO uses a "horizontal FOV 4:3 Ratio based" which means that your actual FOV on a 4:3 ratio display is 90°
    But when you use a wideview display like 1920*1080p or 16:9 ratio your actual FOV is not 90° like on a 4:3 ratio display but 106.26° because you are using a wider display. So the game still states that your FOV is 90° because the calculation it uses is based on a 4:3 display ratio but in fact your actual FOV is 106.26°
    because if you convert 4:3 ratio to 16:9 ratio you gain 16.26° in field of view because of the wider display.
     
    That solves the first question.
     
    Next up: the monitor distance.
     
    It's quite easy, if you want to synchronize your mouse movement with your crosshair movement meaning that in every game it moves the same amount of distance you should use monitor distance.
    For example: In CSGO my actual FOV is 106.26 on a 16:9 ratio display and my sensitivity is 1.38 using a DPI of 1000 meaning that if i move my mouse 1 inch my crosshair moves 2.1 inches. and my 360 turn is 11.85 inches
    If i want to synchronize this with overwatch which has a maximum actual FOV of 103° i need to use monitor distance since i cannot synchronize the FOV's so in that case my sensitivity is 4.39 for overwatch but my 360 turn is 12.49 inch instead of the 11.85 inch from CSGO because i use a different FOV in overwatch than in CSGO
    If you want to match your 360 turn you can but then the mouse/crosshair movement will deviate between the two games.
    So when you cannot match your FOV like when using scopes and ADS it's wise to use monitor distance since it synchronizes mouse/crosshair movement between different FOV's.
     
    Got it? 
  2. Like
    Bernd Matthys got a reaction from TheNoobPolice in 3D Aim Trainer integration!   
    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

     
  3. Like
    Bernd Matthys got a reaction from DPI Wizard in 3D Aim Trainer integration!   
    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

     
  4. Thanks
    Bernd Matthys got a reaction from koraynilay in Need help converting cs go sens to windows   
    50% is the middle ground, the video isn't explaining it very well either and i don't think anyone but only 2 people understand what's really going on.
    That's why i will take the time and explain this once and for all!
     
    It's a very common mistake to think that you can match your desktop sens with a FPS game, because you cannot.
    The best you can do is 50% and i will try to explain why.
     
    Every FPS game uses the rectilinear projection methode to visualize the environment, this is because you need to create peripheral vision and the perception of depth but because you are projecting this image on your flat 2D monitor display, it's impossible too create real depth at all.
    So to accomplish this perception they are "bending" the image creating a cylindrical shaped image and that's the arc that you see in the video.
     
    A high FOV like in FPS games means forcing the image to bend because your display can't project the whole environment with a flat image the only solution is to bend it too create more space. but when you overdue the FOV increase the image will start to distort and somewhat collapse at a certain point. 
    It feels like the image is bowed inwards like someone pushes a needle or pin into the center.
    That’s why this effect is also called “pincushion distortion” which makes objects at the edge of the display unnaturally large in scale and will tend to misestimate the size and shape of objects, giving misleading visual information since the objects will rescale and significant decrease in size when turning towards them.
     
    So, the in-game image is bent and your desktop surface image is not, even so they both are projected on the same evenly sized display. 
    This means that the in-game image is in fact larger the the desktop image when it would be projected flat like the desktop image.
     
    But since it's projected cylindrical, every object needs to "rescale" to fit on your display and that what's causing the "pincushion" effect and your mouse movement will act by it, meaning that when you turn towards an enemy at the edge of your display, your mouse movement will go faster then your desktop movement and your enemy will look bigger, but once you past the "50%" mark of your display (50% = pixel number x-axis: 480 / y-axis: 540 on a 1920-1080p counting from bodem left) the mouse movement will start to go slower then your desktop movement and your enemy will rescale and be smaler.
     
    So your in-game mouse movement is not linear but your desktop mouse movement obviously is, meaning it's impossible to match your desktop mouse movement with your game across the whole line, but only at one point.
    50% matching means that you synchronize your desktop mouse movement with your in-game mouse movement at pixel number x-480 and 1440  / y-540.
    So the distance your mouse will travel to reach this pixel is the same between game and desktop. (but only at that point!)
    Since this is the middle between the center and the edge of your display it's the best you can do too bring the deviation to a minimal across the whole line.
     
    If you would take 100% match it would mean that the synchronization is at the edge of your display.
    So the deviation between 0% and 74% will be larger then when you sync at 50%.
    100% match will only be more accurate then 50% match once you past the 75% mark,
    50% covers more of the spectrum then 100%, and that's why you need to sync at 50% and not at 100% for the most accurate result
     
    Amen to that!
  5. Like
    Bernd Matthys got a reaction from WhoCares? in If you are low-senser, do you do fine control with wrist or fingers?   
    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.
  6. Like
    Bernd Matthys got a reaction from fortunate reee in If you are low-senser, do you do fine control with wrist or fingers?   
    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.
  7. Like
    Bernd Matthys got a reaction from slime in Call of Duty: Black Ops 4   
    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
  8. Thanks
    Bernd Matthys got a reaction from GodlyGreed in Need help converting cs go sens to windows   
    50% is the middle ground, the video isn't explaining it very well either and i don't think anyone but only 2 people understand what's really going on.
    That's why i will take the time and explain this once and for all!
     
    It's a very common mistake to think that you can match your desktop sens with a FPS game, because you cannot.
    The best you can do is 50% and i will try to explain why.
     
    Every FPS game uses the rectilinear projection methode to visualize the environment, this is because you need to create peripheral vision and the perception of depth but because you are projecting this image on your flat 2D monitor display, it's impossible too create real depth at all.
    So to accomplish this perception they are "bending" the image creating a cylindrical shaped image and that's the arc that you see in the video.
     
    A high FOV like in FPS games means forcing the image to bend because your display can't project the whole environment with a flat image the only solution is to bend it too create more space. but when you overdue the FOV increase the image will start to distort and somewhat collapse at a certain point. 
    It feels like the image is bowed inwards like someone pushes a needle or pin into the center.
    That’s why this effect is also called “pincushion distortion” which makes objects at the edge of the display unnaturally large in scale and will tend to misestimate the size and shape of objects, giving misleading visual information since the objects will rescale and significant decrease in size when turning towards them.
     
    So, the in-game image is bent and your desktop surface image is not, even so they both are projected on the same evenly sized display. 
    This means that the in-game image is in fact larger the the desktop image when it would be projected flat like the desktop image.
     
    But since it's projected cylindrical, every object needs to "rescale" to fit on your display and that what's causing the "pincushion" effect and your mouse movement will act by it, meaning that when you turn towards an enemy at the edge of your display, your mouse movement will go faster then your desktop movement and your enemy will look bigger, but once you past the "50%" mark of your display (50% = pixel number x-axis: 480 / y-axis: 540 on a 1920-1080p counting from bodem left) the mouse movement will start to go slower then your desktop movement and your enemy will rescale and be smaler.
     
    So your in-game mouse movement is not linear but your desktop mouse movement obviously is, meaning it's impossible to match your desktop mouse movement with your game across the whole line, but only at one point.
    50% matching means that you synchronize your desktop mouse movement with your in-game mouse movement at pixel number x-480 and 1440  / y-540.
    So the distance your mouse will travel to reach this pixel is the same between game and desktop. (but only at that point!)
    Since this is the middle between the center and the edge of your display it's the best you can do too bring the deviation to a minimal across the whole line.
     
    If you would take 100% match it would mean that the synchronization is at the edge of your display.
    So the deviation between 0% and 74% will be larger then when you sync at 50%.
    100% match will only be more accurate then 50% match once you past the 75% mark,
    50% covers more of the spectrum then 100%, and that's why you need to sync at 50% and not at 100% for the most accurate result
     
    Amen to that!
  9. Thanks
    Bernd Matthys got a reaction from Badmon in Need help converting cs go sens to windows   
    50% is the middle ground, the video isn't explaining it very well either and i don't think anyone but only 2 people understand what's really going on.
    That's why i will take the time and explain this once and for all!
     
    It's a very common mistake to think that you can match your desktop sens with a FPS game, because you cannot.
    The best you can do is 50% and i will try to explain why.
     
    Every FPS game uses the rectilinear projection methode to visualize the environment, this is because you need to create peripheral vision and the perception of depth but because you are projecting this image on your flat 2D monitor display, it's impossible too create real depth at all.
    So to accomplish this perception they are "bending" the image creating a cylindrical shaped image and that's the arc that you see in the video.
     
    A high FOV like in FPS games means forcing the image to bend because your display can't project the whole environment with a flat image the only solution is to bend it too create more space. but when you overdue the FOV increase the image will start to distort and somewhat collapse at a certain point. 
    It feels like the image is bowed inwards like someone pushes a needle or pin into the center.
    That’s why this effect is also called “pincushion distortion” which makes objects at the edge of the display unnaturally large in scale and will tend to misestimate the size and shape of objects, giving misleading visual information since the objects will rescale and significant decrease in size when turning towards them.
     
    So, the in-game image is bent and your desktop surface image is not, even so they both are projected on the same evenly sized display. 
    This means that the in-game image is in fact larger the the desktop image when it would be projected flat like the desktop image.
     
    But since it's projected cylindrical, every object needs to "rescale" to fit on your display and that what's causing the "pincushion" effect and your mouse movement will act by it, meaning that when you turn towards an enemy at the edge of your display, your mouse movement will go faster then your desktop movement and your enemy will look bigger, but once you past the "50%" mark of your display (50% = pixel number x-axis: 480 / y-axis: 540 on a 1920-1080p counting from bodem left) the mouse movement will start to go slower then your desktop movement and your enemy will rescale and be smaler.
     
    So your in-game mouse movement is not linear but your desktop mouse movement obviously is, meaning it's impossible to match your desktop mouse movement with your game across the whole line, but only at one point.
    50% matching means that you synchronize your desktop mouse movement with your in-game mouse movement at pixel number x-480 and 1440  / y-540.
    So the distance your mouse will travel to reach this pixel is the same between game and desktop. (but only at that point!)
    Since this is the middle between the center and the edge of your display it's the best you can do too bring the deviation to a minimal across the whole line.
     
    If you would take 100% match it would mean that the synchronization is at the edge of your display.
    So the deviation between 0% and 74% will be larger then when you sync at 50%.
    100% match will only be more accurate then 50% match once you past the 75% mark,
    50% covers more of the spectrum then 100%, and that's why you need to sync at 50% and not at 100% for the most accurate result
     
    Amen to that!
  10. Like
    Bernd Matthys got a reaction from potato psoas in 3D Aimtrainer Version 2.0 Beta is live!   
    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!
     
  11. Like
    Bernd Matthys got a reaction from big engine in 3D Aimtrainer Version 2.0 Beta is live!   
    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!
     
  12. Thanks
    Bernd Matthys got a reaction from WhoCares? in 3D Aimtrainer Version 2.0 Beta is live!   
    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!
     
  13. Like
    Bernd Matthys got a reaction from potato psoas in Most Optimal Way to Stagger a Higher And Lower Sensitivity (Hipfire/ADS)   
    There is no "Holly Grail" or "Golden" ratio.
    Matching "viewing speed" only "works" when the FOV difference isn't too big.
    Using the same viewing speed when the FOV cut's in half makes you crosshair very sensitive and there is little room for error.
     
    So these are the options you have.
    1. Deal with it and learn to shoot with high sensitivity and little room for error.
    In the long run it might work, but it will take some serious dedication and practice.
    Also the hipfire sens needs to be low enough, but no matter the game if you can't do a 180° in one mouse slide it's a handicap imo.
    You can get away with it in games like CSGO or battlefield that aren't very fast paced and when they hit you in the back your dead anyway.
    But in games like Overwatch or Quake your screwed.
     
    2. Use mouse acceleration.
    It's a nasty thought but something like this can help http://mouseaccel.blogspot.be/2015/11/quickstart-guide-to-configuring-driver.html
    It's a driver that uses a linear acceleration curve and has a "speed ceiling" you can configure, making flicks precise and won't affect your longer range tracking,
    So you can use low sens. But it i haven't any experience with it.

    3. Use monitor matching.
    Well, we all know what that is and it isn't perfect but you can sync up the distance between hip and ADS of where most of your enemies are running when using ADS.
     
    4. Don't give a sh*t.
    And that's what i'm been doing.
    In the end "flicking" is all about that split second when your crosshair is crossing the enemies head and having the reflex when to press that left mouse button.
    And your eyes are providing you that information. So when you can sync up that information with the time it takes for your body and finger to react, having the exact same mouse sensitivity isn't necessary.

    A couple of day's ago me and 2 friends have launched a website called http://www.3daimtrainer.com it convert in-game sensitivities and field of view to our aimtrainer providing you the exact same aim as in your selected game. And let you train your aim in a consistent environment, focusing on aiming only and way more efficient than in the game itself or any training mode.
     
    Anyway this site is provided with a lot a high quality video's and a guide https://www.3daimtrainer.com/science.html explaining you everything you need to know about aiming and how it actually works (also monitor matching and mouse behavior in 3D games) 
    In one of those videos https://www.youtube.com/watch?v=URMezceozpk i show muscle memory and eye-hand coordination in the overwatch training arena.
    It actually takes me 10 minutes to adjust to a new sensitivity because the reflex my body has while passing the crosshair over the head is still the same.
    going from 28 to 44 aimed scope sensitivity took me 10 minutes to shoot those robots at the same rate, ofcourse in-game it takes longer because the hitboxes are 10x smaller (lol) but still my accuracy doesn't go down that much. 
     
    What i mean is, don't overrate having the same sensitivity, there are other factors to that are at least so important
     
    So that are my 4 options

  14. Like
  15. Like
    Bernd Matthys reacted to KandiVan in Most Optimal Way to Stagger a Higher And Lower Sensitivity (Hipfire/ADS)   
    This is slick, needs a replay button for sure and h1 to be supported, but otherwise wicked website. Will tweet it out my mans
  16. Like
    Bernd Matthys reacted to DPI Wizard in Need slightly more clarification on monitor distance matching   
    If you use the desktop resolution as the base, you must calculate both hipfire and scope based on that. So if your arc lengths etc are correct, this is how you should calculate the 360's:
     
    For hipfire:
     
    2940.2224/103*360 = 10276.5055 counts = 40.7849 cm for 360.
     
    And for scope:
     
    2646.5077/51*360 = 18681.2308 counts = 74.1411 cm for 360.
     
    If you want to convert from hipfire to scope using this method, it's a little bit more complicated, more on that later
  17. Like
    Bernd Matthys reacted to DPI Wizard in Game request archive   
    Dishonored 2 unfortunately is a no-go at the moment, the mouse sensitivity fluctuates way too much to make a sensible calculation. As much as 30-40% difference depending on various stuff like FPS and graphic settings. 
     
    Will re-test when the announced patch is out!
  18. Like
    Bernd Matthys reacted to NoMaD.oW in Game request archive   
    Dishonored 2
  19. Like
    Bernd Matthys got a reaction from CaptaPraelium in Battlefield 1   
    I suggest you all wait for the wizard to update the calculator instead of messing with your hand-eye coordination.
    When updated that will be the one and only 100% accurate solution, and not the crap people are spreading on reddit or other blogs.
    Just be patient it's a very nasty and time consuming job to get the calculations right for all scopes and USA, and i know because i did it on my own for a couple of games.
  20. Like
    Bernd Matthys got a reaction from AIucardd in Actual HFOV: and couple of other questions   
    Actual FOV, means the horizontal FOV based on your resolution or ratio, so the most used and most straight forward way of expressing your field of view.
    So for example CSGO uses a "horizontal FOV 4:3 Ratio based" which means that your actual FOV on a 4:3 ratio display is 90°
    But when you use a wideview display like 1920*1080p or 16:9 ratio your actual FOV is not 90° like on a 4:3 ratio display but 106.26° because you are using a wider display. So the game still states that your FOV is 90° because the calculation it uses is based on a 4:3 display ratio but in fact your actual FOV is 106.26°
    because if you convert 4:3 ratio to 16:9 ratio you gain 16.26° in field of view because of the wider display.
     
    That solves the first question.
     
    Next up: the monitor distance.
     
    It's quite easy, if you want to synchronize your mouse movement with your crosshair movement meaning that in every game it moves the same amount of distance you should use monitor distance.
    For example: In CSGO my actual FOV is 106.26 on a 16:9 ratio display and my sensitivity is 1.38 using a DPI of 1000 meaning that if i move my mouse 1 inch my crosshair moves 2.1 inches. and my 360 turn is 11.85 inches
    If i want to synchronize this with overwatch which has a maximum actual FOV of 103° i need to use monitor distance since i cannot synchronize the FOV's so in that case my sensitivity is 4.39 for overwatch but my 360 turn is 12.49 inch instead of the 11.85 inch from CSGO because i use a different FOV in overwatch than in CSGO
    If you want to match your 360 turn you can but then the mouse/crosshair movement will deviate between the two games.
    So when you cannot match your FOV like when using scopes and ADS it's wise to use monitor distance since it synchronizes mouse/crosshair movement between different FOV's.
     
    Got it? 
  21. Like
    Bernd Matthys got a reaction from starryson in i dont really understand v5.0 MATCH AT , pls help me   
    You clearly didn't understand the instruction video and to be honest i can't blame you because it isn't explained very great either!
    The wizard assumes that people watching this know about the fact that FPS engines are using a rectilinear projection method to visualize the environment on your flat display making the displayed image itself have a cylindrical shape in relation with the FOV.
    And that's the arc circle you see from the top perspective which is different for every FOV and the reason why you can only match the sensitivity to one point of the screen with different FOV.
    He didn't mention anything about this or about the "pincushion distortion" effect which has also an important impact on this.
    But hey, i'm not going to give you a whole lecture about all of this. That's the wizards job  .
     
    What i can tell you is that you can't match your desktop sensitivity with overwatch, since desktop movement is a 100% linear movement.
    the only thing you can do is match one point so, i suggest to match at 50% which means that the distance from the center of your screen and 50% is the same for desktop as for overwatch. This also means that the discrepancy is reduced to a minimum for all other distances since that's the point the deviates the most from the 50% FOV point. 
     
    grtz
  22. Like
    Bernd Matthys reacted to DPI Wizard in 5.0 Release Notes   
    Sure, here's a very simple version.
     
    This one moves the cursor 10000 counts to the right when G1 is pressed on the keyboard. It does 100 repetitions of the MoveMouseRelative with 10 ms delay between each, and each of these moves the mouse 100 counts.
    function OnEvent(event, arg) if (event == "G_PRESSED" and arg == 1) and GetMKeyState() == 1 then for i = 0, 99 do MoveMouseRelative(100,0) Sleep(10) end end end
  23. Like
    Bernd Matthys got a reaction from Christopher Posch in Fallout 4   
    Thx for adding fallout so fast wizard!
    Also is their a way to calculate the ads sense? Because the sensitivity difference is huge between hip and ads. (or maybe a command to put it off? So it's the same as hipfire?)
     
    Thx
  24. Like
    Bernd Matthys got a reaction from DPI Wizard in Battlefield 4 Vehicle Aiming   
    thank you for the instant update DPI Wizard really helps. Now i know where my money goes to every month!
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