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Kilroy

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  1. Yeah, the camera distance affecting the perception of speed is what I'm talking about. Just like how there was an attempt to match sensitivities across fovs through monitor distance and viewspeed, I feel that there could also be a way to factor in the distance of the camera from the point the camera pivots around, which is usually the character. I'm writing this from my phone so I'll see if I can make pictures when I get home. Let's say you're playing a third person game. Although third person games usually have the camera offset to the side, and also it gets closer to the character, the pivot point, whenever a wall gets in the way, I'm not going to worry about those things for now. Let's just say the camera is directly behind the pivot point and pointing in the same direction, forever keeping the same distance. In this game, the horizontal fov is 60. I figure out through the viewspeed formula that 60 hfov is 50 cm/360 and I put it in the game. However, the sensitivity now feels too slow compared to what I'm used to. So my idea starts from an obvious place: that the sensitivity ought to be faster. This makes sense because the third person camera is situated "further down the line". In a first person game, move mouse = rotate camera. In this game, move mouse = move camera along the path of a circle. I realize it's futile to compare the two speeds since you can't compare rpm with m/s, but I believe the attempt will lead to better performance in game. Anyway, if it is further down the line, it ought to feel faster, since that point in the line normally moves at much higher speeds and it gets slower as the point moves towards the center. If I put the the sensitivity for 60 fov, this would be right for the point at, or infinitely close to the centre. Therefore, it ought to be faster as the camera moves off the center. So imagine both the camera and person were pointed the same way, I'll draw out the cones for their sightlines, which show the area that the vision of the camera and the character cover. My idea is I would measure the distance from pivot point to camera, make this the radius for a circle, situated at the pivot point. I would then draw 2 lines starting from the character, which intersect with the circle and the lines from the camera. I'll make these two lines my new fov, which is now 90 for example, and put it into the viewspeed formula. Since this fov is higher, the resulting sensitivity would be higher, which is what it ought to be. Even if the solution is arbitrary, it is most likely closer to ideal. Just don't know I can prove that or if there even is an ideal.
  2. Is it not possible to match the sensitivities of first and third person games / game modes? They don't feel the same like how matching sens of different fovs through the viewspeed formula does. I might I have ideas but I wonder if there's a solution already.
  3. When opening the config file for apex legends to change all the zoom sens, a line shows up that says mouse_zoomed_sensitivity_scalar_7, and it defaults to 1.0. This line comes back after deleting it and starting the game. What weapons/scope is this line used for, or is it just unused? It doesn't show up as any of the options when using the calculator.
  4. If you set the location to config file and the fov type to multiplier, then put 1.428571 into the fov box, it'll change into 100 if you change multiplier into hdeg 4:3. Put 1.428571 in profile.cfg, and ingame, this claims to actually be 102, so what's wrong here? (It isn't just these specific numbers, this is just an example, as the whole thing doesn't seem to line up).
  5. Hey, so is this whole post also saying that it's impossible to have a single, perfect formula? In that case, am I perfectly fine in just using the formula I have been using and not stress about it (as it and everything else will have benefits and drawbacks, but mine is the one I'm used too)? I think it's an older viewspeed formula from like a year ago that isn't the current one being used in the calculator. I'm asking now because I changed my sensitivity a while ago because it was too fast for me but somehow I am unable to get used to it like I have done in the past. I just keep undershooting if I play 2d games, then it feels too fast in overwatch, and it's making me pull my hair out. Guess I'm probably just looking for something to blame, as I haven't really played much in a year. Regardless, I would appreciate if I could get the formula for the current viewspeed vertical setting that's being used in the calculator.
  6. Is this discussion still going on here, or somewhere else? Also, can I get the formula for the viewspeed vertical setting that's currently being used in the calculator? Nvm, I found the post, my bad. If you have it, you can still give me the formula here.
  7. How do I move the slider so that it's the same sensitivity as desktop? I mean, I can probably live without it, but ( ͡° ͜ʖ ͡°).
  8. you should remove the message about lowering polling rate to 125 in the calculator, then also, i can't change those separate sensitivities in the config file, it has to be done in-game?
  9. Does changing fovscale actually do this, also how does it work? Surely it's not just a multiplier of the sensitivity, because then it would be really slow by default.
  10. Ever since I asked a question back on page 7 about a month ago, did the view speed formula get changed again, or is it just getting explained?
  11. Wow, I've heard lots of people say that the 3 sensors were basically the same in performance, but I guess that was wrong.
  12. Hey, since csgo zoom ratio stays the same no matter what sens you're using, could you tell me what it is, just so I can know whether or not I did this formula right? Is it....1.088302?
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