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Tsing

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  1. Hi guys, Sorry for the continued questions but I'm trying to derive the formulas for monitor distance and viewspeed myself (there will probably be a few more questions yet before I get there!). I have derived the following formula for matching monitor distance at coefficient m from original FOV theta_1 to new FOV theta_2: and the following for coefficient 0: I have checked the results these formulas give me for CS:GO against the sensitivity calculator and they are correct for 4:3 aspect ratio. For example, I obtain the following zoom sensitivity ratios for the first awp zoom for 0% and 50%: 0%=0.818933... 50%=0.873581... However, as soon as I recalculate for 16:9 I get incorrect results, even when I adjust my FOVs for 16:9: 0%=0.737720..., correct is 0.818933... 50%=0.823462..., correct is 0.910887... 75%=0.907653..., correct is 1 Can anyway tell me what is wrong with my formulas and how I should modify them so that they work for all aspect ratios? If more details of my derivation are needed I can always provide. Thanks a lot for the help!
  2. Thanks, I've had more of a read and I think I'm beginning to understand.
  3. I'm unsure about why horizontal monitor distance matching depends on image aspect ratio (for example why 100% match at 4:3 corresponds to 75% match at 16:9). In the derivation given by skidushe, we can see that the width of the monitor l is eliminated as a variable in the final equation. So why does it still change the values of the MHD?
  4. Hi guys, I'm trying to intuitively understand viewspeed, and hopefully work towards deriving the formula for myself. However, I'm struggling to understand what quantity we are actually matching when we match viewspeed. For example, if cannot be the angular velocity of the in game view as this would be conserved by 360 distance. If anyone could point me in the right direction it would be much appreciated!
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