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Griffle

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  1. 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)?
  2. 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.
  3. 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.
  4. 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 .
  5. 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
  6. 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
  7. That is because the game changes your fov when you look upwards. I had 106.26 but when looking up, it changes to ~108. and the game does it own scaling in sensitivity.
  8. The converter for this particular game says that the 90° is the FoV following 4:3 resolution base. This does not correlate to 106.26° as Actual horizontal FoV. This is for the latest Epic Game Store version. Not sure about Steam or GOG version. I've tested this by placing an object on the edge of monitor & measured the number of mouse counts it requires to reach to the center of screen. ... then multiply by 2 then divide by total counts to complete a 360° then finally multiply by 360° to determine the Actual Horizontal FoV. Just leaving this here for anyone in the future looking to make sure.
  9. I think you can have both custom FOV multiplier and have 0% mdv/mdh. To do this, I think we can create the cfg files in the game to have this. 1. set your titanfall2 launch options to have +exec autoexec.cfg -novid -nomenuvid 1 2. create a file named autoexe.cfg under [..\Titanfall2\r2\cfg\] 3. add something like this you can change the 2nd line fovscale to what you want like for example this matches csgo 106 hfov with estimated mouse sens pixel ratio match bind "MOUSE2" +fov alias +fov "cl_fovScale 1.0; m_sensitivity 1.611980; +zoom" alias -fov "cl_fovScale 1.285714; m_sensitivity 2.302470; -zoom" now go to the cfg file in here as i do not know the cfg command to changed the zoomed sensitivity so I change it here. ..\Documents\Respawn\Titanfall2\local change the following line mouse_sensitivity_zoomed "1.611980" to match with the line 1 in the autoexe.cfg lemme know if it is still has that 0% mdh/mdv 1:1 ratio match only problem with this is all your ads will be really zoomed.
  10. https://www.nexusmods.com/cyberpunk2077/mods/1065 use this mod if you want the same zoom level for all scopes. makes things more consistent.
  11. Someone released a tool, we can now do some scripting. so it is possible to change the zoom factor depending on the weapon/mods (scope) equipped. https://github.com/yamashi/CyberEngineTweaks/releases/tag/v1.4.0
  12. Try this https://github.com/yamashi/PerformanceOverhaulCyberpunk apparently someone fixed the input. not sure if is the actual raw mouse thingy. virtual_input: Not performance related, fixes the input so you can use Steam controllers. guy implemented it from the source in reddit https://www.reddit.com/r/cyberpunkgame/comments/kb73fr/fix_for_virtual_input_not_working/ pls lemme know if it works better. can't play atm.
  13. You would have to edit the FOV settings in this location for it to take effect ...Cyberpunk 2077\r6\config\settings\platform\pc\options.json "options": [ { "name": "FieldOfView", "display_name": "UI-Settings-Video-Basic-FieldOfView", "description": "", "order": 2, "is_visible": true, "in_pre_game": true, "in_game": true, "update_policy": "immediately", "can_be_restored_to_default": true, "type": "float", "value": 106.260205, "default_value": 106.260205, "min_value": 70.0, "max_value": 106.260205, "step_value": 5.0 },
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