Reputation Activity
-
-
slime got a reaction from NilValue in Game request archiveName: halo: Master Chief Collection
Website :https://store.steampowered.com/app/1064220/Halo_Reach/
Release date: 3 December 2019 / 1pm EST
Availability: Purchase
-
slime reacted to DPI Wizard in FOV option in the CalculatorIt does look close at least. I'll see if I can get in on the beta.
-
slime reacted to DPI Wizard in Exact FOVIt should tell you that the Config FOV for Apex is 94.865375. Using multiplier for the config file is better though, as this exact value is impossible to set in-game.
-
slime got a reaction from ProuDBeasT in Game request archiveHopefully, Apex Legends will be added to the calculator before the end of the day.
-
slime reacted to Bernd Matthys in Call of Duty: Black Ops 4We are working on BO4 and ADS update as we speak but since this game is very complicated to analyse it will take some time.
But we hope to get it done next week for www.3daimtrainer.com
-
slime reacted to Drimzi in Call of Duty: Black Ops 4Those are the 16:9 horizontal fov values. With KovaaKs, you can specify that it is 16:9 fov. With other trainers, they are most likely using the unity game engine, which will most likely be using vertical fov.
You still need to specify the sensitivity in the trainer otherwise it is kind of useless. Just convert from BO4, hipfire 112 fov to the ads FOVs, using the same monitor distance match percentage as the relative coefficient used in BO4. Check the config file, multiply the coefficient by 100 to get the vertical monitor distance match %. If you had 1.33 relative coefficient, that will be 133% vertical monitor distance match. If your using legacy, then that is 0%.
If you are doing zoom in KovaaKs to practice both hipfire and ads, then tick auto zoom sens if using Legacy/0%, or compare hipfire and ADS circumferences to get the zoom sens multiplier. 50cm ads and 25cm hipfire would be 25/50=0.5 zoom sens.
-
slime reacted to Drimzi in Call of Duty: Black Ops 4If the game is actually doing a 1.35x magnification as it says, based off your hipfire fov, then it should be ~95.36° 16:9. (360 * arctan(1/1.35 * tan(112 * pi/360)))/pi =~ 95.36
Since the sens scaling is known (it is a monitor distance match system after all), you can measure the revolution distance and see what hipfire-fov conversion has that distance.
You could also resize the image to preserve the scale, and then use the above formula to calculate the fov. In this case, it looks like the first example is actually a ~1.19x increase in scale when ads, so first example is (360 * arctan(1/1.19 * tan(112 * pi/360)))/pi =~ 102.5°.
Second example is like 1.64x increase in scale when ads, so (360 * arctan(1/1.64 * tan(112 * pi/360)))/pi =~ 84.2°.
edit: The calc actually already has the reflex sight as an option, and with 112 fov and affected ads fov, it says it is 84.19° actual hfov.
-
slime reacted to DPI Wizard in Game request archiveNot available in my region yet, I'll see if I can get around it.
-
slime reacted to potato psoas in so what does this site exactly do?It's for converting your sensitivity settings between different games and different fields of view, or generally experimenting with different sensitivity settings. There is also a DPI Analyzer. And there are forums where you can ask questions, request games to be added to the calculator or talk about whatever you want - gaming or non-gaming related.
-
slime reacted to Drimzi in Picking an ADS sens0% is a direct conversion. It's the baseline, results in no change in sensitivity (not talking about the game sensitivity value here). You have to scale your mouse input proportionately with the change in image.
Since ADS is something you activate, and can zoom any amount within an instant, it can be preferable to amplify the sensitivity.
Viewspeed will make it feel the same before/after the zoom without changing mouse movement, so it is pretty much the max amplification you would want. Higher than this and it will feel like you are decreasing your hand movement after the ADS transition. Viewspeed sounds good, but the change in image will have you wanting to scale your input properly to some degree, and this conflict will result in bad aim.
If you do want any amplification, just go by feel as that will find your preference. No conversion necessary, as it is an arbitrary change in sensitivity.
Monitor distance match IMO is a useless conversion that results in a different arbitrary amplification for every FOV. A better idea would be to scale 0%, and then amplify it by a arbitrary amount. So every ADS in every game is going to be x % faster than the change in image. A constant amplification, triggered by the press of a button.
You could even go slower than 0% if you wanted to, to reduce the sensitivity for precision.
Since ADS is something you willingly trigger, you can get away with multiple sensitivities as the 'muscle memory' can be linked with that specific weapon. Just means you will have a lot of different 'muscle memory'.
My recommendation, do 0% conversion for everything. If it is uncomfortable scaling your mouse input by the change in image, which can be a big difference in an instant (like if you do like a 4x zoom, that's a 4x difference in mouse movement within a few milliseconds), then go by feel. Check how much you amplified the sensitivity by. Use that as a coefficient over 0% whenever you convert to ADS. My 2¢.
-
slime reacted to Drimzi in Picking an ADS sensUse 0% to correctly convert from hipfire to ads.
If the zoom transition is uncomfortable, try viewspeed or just go by feel.
-
slime got a reaction from Pyroxia in Game request archiveThe Wizard has added TFA to the calculator.
-
slime got a reaction from potato psoas in Does changing resolution affect muscle memory?Thanks for the feedback guys. Looks like I'm playing CS:GO in native resolution or not at all.
-
slime reacted to Drimzi in Does changing resolution affect muscle memory?It will affect cursor muscle memory if you have image scaling enabled, such as fullscreen, or maintain aspect ratio, as the image is being upscaled. The cursor moves in pixel increments, so scaling the image will also scale your input.
It will only affect rotational muscle memory if you:
reduced resolution, disabled image scaling (fullscreen, maintain aspect ratio) changed aspect ratio, enabled image scaling (fullscreen) Scenario 1 will change the physical size of the image, changing the focal length. The game will be more zoomed out. The fov is the same, but only because there are black borders instead of rendering more fov. So the sensitivity will need to be changed to account for what the fov should be, then muscle memory would be preserved.
Scenario 2 will stretch the image on one axis, skewing the feedback for your input. Horizontal or vertical axis will feel different.
-
slime reacted to potato psoas in Does changing resolution affect muscle memory?You'll probably be fine as long as you aren't stretching your resolution.
If you are using the same monitor... a change in resolution will not affect sensitivity, only if it is a change in aspect ratio - then your FOV will be affected on one of the axes and you will need to account for it.
If you are going to play stretched in CS:GO, you will definitely mess up your sensitivity, because you will no longer be maintaining a 1:1 sensitivity - you will perceive different sensitivities for each axis.
-
slime reacted to DPI Wizard in SPLITGATE: Arena WarfareUpdated the name now, the sensitivity is the same as before.
-
slime reacted to DPI Wizard in Version 7!Version 7 is up!
This is the biggest update to date, the entire calculation code has been rewritten completely from scratch.
Since the calculator have many thousands of possible calculation combinations it's almost impossible to verify everything, but most functions and calculations should work.
The new code allows for future features like calculating all aims for a game at the same time and a more comprehensive system for managing the games you use.
If you find something not working correctly, please report it in this thread!
Games updated
Ghost Recon Wildlands - Adjusted sensitivity and FOV formulas to be 100% perfect Call of Duty: Black Ops III - Changed FOV Type to multiplier, improved FOV formula and added support for reverse-calculations Insurgency: Sandstorm - Added support for new FOV features and updated calculations FOV improvements
Selecting a special option that have a different FOV type now correctly changes the FOV type and default FOV Improved FOV multiplier support, the FOV for all games that use multiplier can now be reverse-calculated Fixed a bug when changing FOV type the first time after selecting a new game sometimes resulting in the FOV value from the previous game being used Conversion methods
Viewspeed (v1) renamed Viewspeed - Horizontal Viewspeed (v2) renamed Viewspeed - Vertical Monitor Distance renamed Monitor Distance - Horizontal Added new conversion method: Monitor Distance - Vertical. This method works exactly like the old Monitor Distance, but is matching the vertical FOV rather than the horizontal. Directly comparable to the USA setting in BF1/BF4 and the Relative ADS Coefficient in the Black Ops 4 config file These renames are done to better indicated which axis the method is using Horizontal matches will change if the horizontal FOV changes, typically when changing aspect ratio Vertical matches will stay the same when changing aspect ratio unless the vertical FOV changes Monitor Distance 0% is now true 0% for all calculations. It used to be 0.000001 to avoid issues with zero. The difference is neglectable, most calculations will be exactly the same Improved error checking
Min/max DPI and distance suggestions now works in all cases, even for hexadecimal values If the calculation result in a sensitivity too high or too low the error message will now show you the invalid sensitivity Discrepancy calculations
360 Distance use the 360 distance (duh) Monitor Distance use the distance you have to move your mouse to rotate the entered percentage Both Viewspeed use a base length which is the value the calculations are based on General
Games with hexadecimal sensitivity values now show you the decimal value in parentheses so it's easier to relate to DPI calculations are now rounded up or down to nearest 10 instead of 50 You can now change the monitor size for both games, but this will currently only be used to calculate cross hair movement distance. Scaling sensitivity to monitor size is planned A lot of minor improvements to avoid rounding errors etc
-
slime reacted to ScottyFPS in SPLITGATE: Arena WarfareIt's already in the calculator under its previous name "Wormhole Wars". Not exactly sure if anything else has changed since then. @DPI Wizard
-
slime reacted to DPI Wizard in Destiny 2I have not analyzed more scopes yet, will update when I have done it. The current ADS calculations are based on the Nightshade red dot sight, which has half the configured FOV.
But do either viewspeed or a monitor distance you prefer for the ADS.
I also need to check if the FOV discrepancy in the release version behaves differently, have not gotten to it yet.
-
slime reacted to DPI Wizard in Call Of Duty: WW2 support?Added ADS, which is essentially the exact same slider but for scopes.
-
slime reacted to DPI Wizard in Call Of Duty: WW2 support?Added hipfire now! Refresh frontpage to see it.
ADS next.
-
slime reacted to DPI Wizard in Call Of Duty: WW2 support?The sliders (luckily) have 50 defined steps, so I'll add a calculation for how many steps to set.
-
slime reacted to DPI Wizard in FortniteNo, you have to choose which one to calculate for. The other will just have to follow.
-
slime reacted to DPI Wizard in Aim HeroFor Aim Hero, the default FOV type is vertical degrees, so make sure you select "Horizontal Deg. | Res Base" and enter your OW FOV.