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TempleRxse

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  1. Haha
    TempleRxse got a reaction from Drimzi in WHEN to use monitor distance match vs 360 distance?   
    Alright thanks!
    btw you're an aim-god, I (for some reason) got one of ur kovaaks vids in my recommended for yt, and WOW!
  2. Like
    It all depends on how you perceive the distance. I personally recommend 0%. If you can adjust to it, then it's the perfect framework for any playstyle, as the camera is going to respond by the visual change that happens in real-time before you perform the flick. You already know how the camera is going to behave before moving the mouse.
  3. Like
    Converting sensitivity is all about making the camera respond in a way that you expect. If you are expecting a very specific wrist flick to always make a 90 degree turn, then you would want to use the 360 distance conversion. If you expect it to always rotate somewhere close to the edge of the screen, then you use a specific monitor distance %. I personally don't think this way, and I want the turn amount to scale by the actual change in the image that I see when I go from hipfire to ADS. If I see the image change by a factor of 2 when I rightclick, then I'm expecting the turn amount to scale by a factor of 2 as well. 0% is going to give me the sensitivity that I am expecting.
    The other matches only help preserve a very specific characteristic. So I don't bother with them. People probably use a specific distance % at first for the sole intention of matching a distance, but then it later becomes a matter of picking a % that gives a certain speed that they like. After all, the distance % only works between 2 points, no where before or after, and only purely vertical in 100% of cases, and horizontal in a niche case. Diagonal doesn't work because the pitch of the camera affects the yaw, and at a high fov, diagonal movement within your view, is creating a much larger deviation in pitch compared to a low fov.
  4. Thanks
    don't hesitate !

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