Reputation Activity
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Griffle reacted to DPI Wizard in ARC RaidersYeah, you have to disable it, it's on by default making it behave like before.
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Griffle reacted to DPI Wizard in ARC RaidersYes, it is finally fixed!
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Griffle reacted to ZeBear in ARC RaidersThe community manager said on discord that the issue of mouse smoothing and in general inconsistent mouse movement has been passed onto the devs and is being looked into. Though i doubt this is high on their list of priorities.
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Griffle reacted to DPI Wizard in Battlefield 6This does not work, for the config file value it's 10x. Do note that all vehicle aims (be it driver or turret etc) have a significant amount of negative acceleration, so measuring the sensitivity accurately is a bit difficult.
It is a different value, but I am not done with analyzing everything yet.
74 in BF4 showing as 120 horizontal has to be for ultrawide resolution, can you show me?
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Griffle reacted to DPI Wizard in Call of Duty: Modern Warfare III (2023) / Modern Warfare II (2022) / Warzone 2.0Actually most scopes are like this, the game is calculating the sensitivity scaling based on the FOV you see around the scope, not the FOV in the scope. So technically all scopes needs an update to reflect this.
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Griffle reacted to TheNoobPolice in Call of Duty: Modern Warfare III (2023) / Modern Warfare II (2022) / Warzone 2.0Actually, there may be a difference even if you match the 360 distance for the final value, because for “Gradual” it depends at what point they also scale using the specific scope slider, and whether the relative monitor distance transition is a procedural loop, or if it is pre-calculated, stored in a variable, scaled by the specific scope’s slider, and then that returned value applied time-linearly over the ADS animation duration for any weapon, (or at the start of it or the end for instant / after)
I assumed the former as that is how BF does it, but actually, if you allow the user to select the transition type, it makes sense to do the latter. In other words, I don’t think it’s clear whether the gradual, instant or after option includes the ADS scope multiplier value, or whether that applies only to the monitor distance multiplier, and the scope value is always a post or pre-scale. Since I would only ever use a scope multiplier of 1.0 it never occurred to me.
It is not easy to test without seeing the code, as when you are fully zoomed in it is all the same.
So I guess for this aspect, you are reduced to “set by what feels best”.
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Griffle reacted to Drimzi in What is the formula of fov scaling?(or how it works since idk if there is a formula or no))There is less degrees on the screen (lower degree/pixel), so if you continue to rotate the same degree/count then you will rotate more pixels. You have to reduce the degree/count to rotate the same degree/pixels, and end up with a longer distance to rotate 360 degrees.
Degree/pixels only uses the middle pixels. If you know there is a total of 103 degrees horizontally (Overwatch), which is across 1920 pixels, then you can scale that down to find how many there is in 1 pixel.
2 * atan(1/1920 * tan(103/2 * pi/180)) * 180/pi = ~0.075032
If you drop to 30 degrees vertically (Overwatch Widowmaker), then you end up with less degree/pixel.
2 * atan(1/1080 * tan(30/2 * pi/180)) * 180/pi = ~0.02843
Since the game rotates a fixed amount of degrees/count for each unit of sensitivity, you will want to reduce the sensitivity when you scope in (by ~0.028/0.075) to keep the same pixel ratio. When scoped, you will have to rotate ~38% of the original amount to preserve the sensitivity of the mouse, but you will end up with the inconvenience of a larger distance to turn 360 degrees.
(2 * atan(1/1080 * tan(30/2 * pi/180)) * 180/pi) / (2 * atan(1/1920 * tan(103/2 * pi/180)) * 180/pi) = ~0.378909
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Griffle reacted to Skwuruhl in Borderlands 3It started with the idea of matching "monitor distance" for set mouse movements. For example if a 4cm mouse movement in hipfire would aim at something halfway across your monitor (horizontally) this would be a 50% mouse movement. If you wanted to make it so when you ADS a 4cm flick would move your crosshair halfway across the screen, your desired sensitivity would be 50% mdh. The equation for this is
where x is your desired flick distance. There's 2 major problems with this method:
1. A matched distance only works at that single distance and accuracy falls off by the metric of maintaining flick distance as you make flicks different from x.
2. The math completely breaks down if you aren't looking straight forward, as looking up or down changes how mouse movements translate to monitor distance entirely.
The first problem was somewhat addressed when people wondered if you could make x 0% to make tracking very accurate. Plugging x into the above equation is undefined, however you can have x approach infinitely close to zero and calculate the result of that. When you do this the equation simplifies to
Turns out this worked pretty well and only lost accuracy for very large flicks.
Though that still leaves the 2nd issue, and if trying to match exact mouse movements with exact monitor movements was actually the best way to calculate zoom sensitivity. Many people found that 0% md exhibited some nice behaviors that didn't happen at other distances. See this video by @DPI Wizard:
To explain what's happening here (assuming bf3 8x, 4x, red dot in order. with 70 fov in settings. Doesn't exactly matter, only the ratios do.)
The first scope is standing at some distance with a 6.9x zoom scope.
Second Scope is 3.47x at 50% of that distance
Third is 1.83x at 21% of that distance.
The exact same mouse movement is being used to track the target at each scope/distance combo. Now what's the big deal? You could find some distance to stand at with any scope and sensitivity combo where target tracking would line up. There's two big deals here:
1. Notice how the target is the exact same visual size on all 3 recordings
2. The distances being stood at line up exactly with the ratio of zoom. e.g. 3.47 is half of 6.9.
This is pretty big because that means you can make zoom sensitivity scale the exact same way as just standing closer or further from a target. To the point where the right zoom/distance combo completely cancels out and is the same as hipfire. Now the question is how does this happen? What's so special about 0% md that causes this? Well, put simply: it's not because of 0% md per se.
Let's back up a bit to zoom ratio. Zoom as a technical term is used for cameras and telescopes comparing the focal length of two different images. If one image was taken with a focal length of 5mm, and another was taken with a focal length of 10mm, there's a factor of 2x zoom going from the 10mm to the 5mm (smaller focal length is more zoomed in). What if we were to scale our zoom sensitivity by this zoom ratio? That seems to make pretty straightforward sense: if my scope has a zoom ratio of 2.0, then my sensitivity should be halved. Well the major hurdle is that games don't measure fov in focal length, they measure it in degrees (or sometimes radians). Luckily there's an equation to convert your camera's focal length to degrees:
Where alpha is degrees, d is size of the film, and f is focal length. Though this is to convert from focal length to degrees, we need to solve for f:
So we can calculate the horizontal fov of a 23.8" monitor (526.85mm horizontally):
If we can calculate the focal length then we can calculate the zoom ratio by dividing the focal length of two different zoom levels (e.g. hipfire and scope), in fact the equation is simplified even further since we have a consistent film size (monitor):
And so we've arrived back at the same equation we arrived at with 0% md. But this explains the behaviors related to zoom ratios. Another example of such behavior:
https://imgur.com/a/szjlq
Scaling by focal length / 0% is the most mathematically sound way of scaling because of all this.
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Griffle reacted to DPI Wizard in Borderlands 3Correct! Although 1:1 is a relative term, it depends on what exactly you mean by it. With 0% MD you get the same 1 pixel/count ratio between different FOVs.
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Griffle reacted to DPI Wizard in Wolfenstein: The New OrderI've updated this now, it's 16:9 base.
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Griffle got a reaction from iBerggman in Cyberpunk 2077https://www.nexusmods.com/cyberpunk2077/mods/1065
use this mod if you want the same zoom level for all scopes. makes things more consistent.
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Griffle got a reaction from Pyroxia in Cyberpunk 2077You 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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Griffle got a reaction from Drimzi in Cyberpunk 2077You 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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Griffle got a reaction from Acro in Cyberpunk 2077You 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 },