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Battlefield 6
google RawMouseThrottleEnabled registry fix Basically some users are saying the game raw mouse input is being treated as background task. So windows is throttling/down samples your polling rate down to 125hz. Not sure this registry fixes it.
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ARC Raiders
Finally got to test and there is still an issue. For every game restart, you have to toggle on and off for the "disabled" mouse smoothing settings to apply
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ARC Raiders
I still see suggestion to disable mouse smoothing on the calculator. I'm going to assume that it is actually this that fix the inputs incl mouse input from polling haven't tested it yet w/ and without smoothing
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ARC Raiders
i would say keep motion sync on for this game if you want to adhere to the 250hz polling and lower. to keep it more consistent. keep it within how much data game can handle in a time frame or else some data will be loss. bear in mind that this will introduce some latency. but that is what you want anyways since game can't even handle that many mouse input data within a time frame gotta pace them out.
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ARC Raiders
nope. not fixed still same thing. if you oversaturate the input stream you will experience some data loss from your input devices. This means that 1 inch of mouse movement will not rotate your camera as far as normal for this game in particular. It is not using raw input so input is inconsistent even at 125hz polling but its less noticeable. So conversion from bf6 is tricky if you are not using 250hz polling or less.
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ARC Raiders
Maybe try hidusbf to downclock if you are really desperate. Make sure to revert if you are playing another game.
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ARC Raiders
anyone actually tried any ini tweaks for this Unreal Engine game and see if that fixes the polling issue past 250hz?
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Battlefield 6
have you tried instead of moving decimal place and put a 2 in the zero after the decimal? I did that to mine and it match the ingame sense number. But i have not tested if that is the same 0 MDV/Coefficient/USA / UVA 0 with different fov and all. never got a chance to use vehicles much. GstInput.MouseSensitivity 0.016187 GstInput.MouseSensitivityVehicle 0.216187So for your case it should be GstInput.MouseSensitivity 0.018750 GstInput.MouseSensitivityVehicle 0.218750
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S.T.A.L.K.E.R. 2: Heart of Chornobyl
Maybe found something, if you guys want to modify any of these cfg files like (sensitivity) change for ADS you can modify this particular file \Content\GameLite\GameData\EffectPrototypes.cfg to get all the "original cfg" files to look at and modify you can use these extracted files from here: https://www.nexusmods.com/stalker2heartofchornobyl/mods/557?tab=files but to get the game to load your modified cfg file as a "loose file" (not in *.pak extension), simply place it in your Stalker root directory %GameDir%\Stalker2\Content\GameLite\GameData\EffectPrototypes\customName.cfg (Steam/GOG Directory Structure) so you dont have to keep ".pak"'ing them up to test. so pretty much take the name of the file "EffectPrototypes.cfg" create the folder with that name, placed it in a new folder structure outline above and rename the cfg with any custom name you want. You can change both the aim FoV and their associated Sens by a percentage. Now to figure out how to make 1:1 count per pixel for every zoom (hopefully 4x on shotty is not different than 4x assault rifles and snipers ) . You can also remove the lowered sensitivity for being in deep water.
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Griffle reacted to a post in a topic:
Call of Duty: Modern Warfare III (2023) / Modern Warfare II (2022) / Warzone 2.0
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Call of Duty: Modern Warfare III (2023) / Modern Warfare II (2022) / Warzone 2.0
but Sym.gg doesn't show the toggle zoom option for the optics that can zoom in. The Dual Render scope FoV difference is what I've been trying to explain to you guys. We have to take into account for Affect FoV change too as the scope change would be different because of the "base zoom (outside scope)" change. So... how do we calculate the FoV within the scope (optics)?
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Griffle reacted to a post in a topic:
Call of Duty: Modern Warfare III (2023) / Modern Warfare II (2022) / Warzone 2.0
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Call of Duty: Modern Warfare III (2023) / Modern Warfare II (2022) / Warzone 2.0
For the transition type, if this game calculates all ADS multiplier basing off the hipfire sensitivity, & zoom transition is always linear, I think the sensitivity would scale along nicely with the transition (assuming the sensitivity changes at the same time as Zoom transition starts). Logically developers should do this, so the "Gradual" transition should follow FoV changes on 0 monitor coefficient, and if you are using different multiplier, it should transition linearly with the zoom transition, it is just offset by your multiplier amount that you altered (beyond mult1 with 0 monitor coeff). You can test this without seeing code (not the easy way) and even change /fix it, you just need to know how to avoid getting banned from viewing, editing memory (via assembly). It is sad that cheat makers knows this, but they couldn't be bothered in explaining the mechanics if it doesn't involve "making money". I've always wondered, does this game use dual scope render? If it does, I wonder if monitor distance coefficient follows the scope's FoV render instead of the players View Port FoV when zooming in. Tracking feels more natural if the 0mdv follows the Weapon's Scope Render FoV vs the world render View Port. I can't test any of this sadly cause, i dont want to mess with *cough* Ricochet Anti-cheat .... And also the DAMN 3rd person Vehicle Sensitivity is not following 0 monitor coeff :(!!!! neither is turret's & mounted guns on vehicles.
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[Call of duty] Potential discovery on ads transition timing
I can't test on this game to see how the game handles it to confirm. Trying not to get banned cause of anti cheat. but most games with separate ADS setting, the moment you press the button to ADS, the game instantly switches over to the ADS sensitivity config that you set to (regardless of FoV changes). The best way game can implement this is to take into account the current FoV (active/transitioning) and use that value and do the monitor coeffficient calculation to set the ADS sensitivity dynamically. I only hope someone with more expertise can confirm this heh. I hope Warzone does this. Worst case, Warzone has all the FoV for ADS predetermined in game, and the moment you ADS, the internal sensitivity gets set to the final FOV (predetermine at the time of config editing) instead of following the FoV while transitioning. This might give better FPS as game does not have to do trig calculations for every frame. And then there's that issue of Dual Rendered Scope (FoV in weapon Scope 3d model) is slightly different than view port model (fov of the general world). which one is this game following for monitor coefficient?! and for my question.... Do you guys think that 0 mdv works best within the dual rendered scope FoV as opposed to view model FoV? I would think that if you see the crosshair in the scope, we would have to find a way to determine the FOV in that scope lol.
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Borderlands 3
Thanks again for explaining. Yeah I can see the complexities you've described in this game in the memory viewer.There are quite a few variables that hold the FoV and some are used just for the screen draw, and some that represents the slider and used as part of the calculations for the sensitivity you've described.This game lost me after they have divided the current fov with the max fov set by user and then multiplying with various things, but its ok now. Yes Skwuruhl, I have been using Kovaak's tool to measure and determine counts per 360, and because of the formula you've provided above. I was able to "re-program" Borderlands3 and make 0% md working. Tested with various weapon zoom and it seems to line up to "desired counts per 360" at their respective FoV 😄.
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Griffle reacted to a post in a topic:
What is the formula of fov scaling?(or how it works since idk if there is a formula or no))
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Borderlands 3
Ah thanks so much for explaining this. I am assuming this is pretty much the same as this, but his formula incorporates resolution to the calculations (this is needed as it allows for different user config, monitor ratio 16:9, 16:10 etc.). I have incorporated his formula into the Cheat Table attached above. Sorry, but what I actually meant was how did you derive to this formula? 360 / (desired counts per 360) / (0.07 * FOV / 90) I'm trying to figure out so I can translate the ratios to a different game sensitivity (slider) given with the calculations above. This is how i made it work for this game without having undo the calculations done to the game
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Borderlands 3
ok it was crazy but i've done it. not sure if anyone here uses the epic version of borderlands 3. I pretty much took your formula and the 0mdh formula and put that instructions onto the game's fov calculation routine. I managed to make a 0 mdh (1:1 sens) as the default for sensitivity on borderlands3. going to share the cheattable here. to use: check mark the [0 mdh] box you can then change values of [FoV, look sens (mouse counts per 360)] you can change values of [FoV (Change Here)] dont touch resX thats just for my reference only. calculations using ubasecrt.tanf and ucrtbase.atanf is not the most accurate since im just using a float instead of a double for the calcs. tested only using 16:9 ratio monitor. didnt really bother with the optimization of assembly code as i was trying to see if possible. but it doesn't look like the calcs impact the fps much. please correct me if im wrong. Is 0mdh = 1:1 sens = same tracking = Visuomotor = 0% monitor distance? and i always wondered how did you guys managed to create a formula to convert counts per 360 to the game sens. do you use some sort of math by first plotting a range of game sensitivities then using y = mx + b to create the formula (assuming sensitivity curve is linear)? I gotta refresh my math lol. Borderlands3sensitivity.CT