shaeofwar
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shaeofwar reacted to Emertxe in Halo InfiniteIs it possible to use the Vertical/Horizontal scaling multiplier to get a more precise sensitivity?
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shaeofwar reacted to KimiNoKataware in Apex LegendsAre you good with trigonometry, Mr BLC?
Edit: wow ok I misread your post. I think you knew all this already, and it doesn't answer your question. sorry
TL;DR: you want to match the distance your reticle moves when you move your mouse, and not the amount of degrees you rotate when you move your mouse. This is "MDV 0%" or "MDH 0%"
Picture your monitor from above - a straight line representing the monitor's top edge. Now create an isosceles triangle with your monitor's top edge as the base. Look at the peak of your triangle - the inside angle of the peak is your FOV
Try drawing the isosceles triangle with different FOV/angle values. Notice that at high FOVs, the triangle is short and fat, whereas with small FOVs, the triangle is tall and skinny.
Now imagine what happens to your triangle as you look from left to right in a video game - the triangle rotates around its peak, as if you impaled the peak with a stick and then spun the triangle around.
Notice that if you rotate a large FOV triangle, the distance covered by its base (your monitor) is much smaller than that covered by a small FOV triangle:
Drawing is kinda shit so its hard to tell....
This makes sense intuitively - say a disc 1 foot in diameter makes a rotation once every minute. The outer edge is not moving very quickly. Now picture a disc 1 kilometer in diameter making a rotation every minute - the degrees per second (angular speed) is the same, but the distance covered by the outer edge is much, much faster for the larger disc.
This is what sensitivity is in video games: not the angular speed of rotation, but the speed of the outer edge. This is why you want your cm/360 to increase as your FOV drops - to match the distance your monitor covers per cm of mouse movement.
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The problem is, its not actually possible to match monitor distance precisely. Notice for your isosceles triangle, that the center of your monitor is closer to you than the edges are:
This means the center of your screen actually moves much slower than the edges do at high FOVs.
This is not the case for low FOVs:
That is, different parts of your screen have different sensitivities, and this sensitivity discrepancy changes at every FOV. Therefore, it is impossible to match your sensitivity across all FOVs.
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So, while its impossible to perfectly match sensitivity, it is possible to match part of your sensitivity. What most people opt for, and what Fortunate Ree and I both recommend, is to match the sensitivity of your reticle across all sensitivities - the speed of your reticle will be the same at every zoom level. This is known as "MDV 0%" or "MDH 0%" (it takes the same amount of movement to move your screen 0% of the way vertically/horizontally).
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shaeofwar reacted to TheNoobPolice in Has Anyone Developed a Way to Find Your "Natural" Sensitivity?No such thing as a natural sensitivity, moving a mouse is all learned behaviour and your "natural preference" is merely an expression of familiarity from a culmination of all the experiences you have had prior to that moment.
Also, games require different sensitivities. CS:GO players typically use lower sensitivity because they need to be very accurate for a small head hit box at long range to be the most competitive, Quake players use high sensitivities because they need to use complex movement and rocket jump around the map in order to play the most optimal meta.
There would be no point in being a CS player who used a 70cm/360, and then wanted to have try a playing Quake stubbornly insisting on maintaining that sensitivity as it's just not the most practical for that game. Use a sens that works for the game you want to play and the type of movements it requires.
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shaeofwar reacted to DPI Wizard in Remember Preferred UnitsAdd an entry with your preferred settings and check the "Default" box, and it will be loaded every time you load the page
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shaeofwar reacted to DPI Wizard in Any methods to calculate FOV?Other than digging through source code, the only method is by using scripts and math. Quite easy if the game has good mouse registration (i.e. no acceleration or smoothing).
The approach is to first measure the 360 distance, then the whole field of view (i.e. moving what's on your left edge to the right edge). Alternatively half the distance (crosshair to edge) and doubling it.
So if the 360 distance is 8181 counts and crosshair movement from left to right is 2415 counts, this means your FOV is 2415/8181*360=106.27 degrees.
This method have a few caveats though. For 3rd person you need to measure against an object as far away as possible. Skybox if possible (if it's static). In terms of distance, at least 1-2 km (over 1 mile). Also some game have your first person POV slightly in front of the center of rotation, this may throw off any measurements as well.