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Drimzi

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Everything posted by Drimzi

  1. Your camera's pitch affects your camera's yaw. The more you deviate from 0 degrees pitch, the more curved your yaw movement will be. This is the fundamental reason why low fovs feel different to high fovs. No sensitivity conversion can solve that. If you zoom in, there is going to be less change in pitch as you aim within your view, so the lower the fov, the more stuck you will be at whatever pitch it is, and the more stuck with whatever resulting yaw curve that is. For the monitor distance scaling, its just remapping the distance to rotate x degrees to rotate y degrees (i.e. if you had 90 horizontal fov, and you now have 40 horizontal fov, the distance to rotate 90 degrees is now the distance to rotate 40 degrees). The 2D screen distance match is just a byproduct, observable for pure vertical movement, or pure horizontal movement at 0 degrees pitch. IMO it's best to just use 0% monitor distance to scale the sensitivity by the actual change instead of a 2D distance as it's irrelevant. It's just an arbitrary speed increase really.
  2. Your results will change any time the FOV is adjusted. Your horizontal screen movement depends entirely on how much your character is looking up or down. If you move diagonally like the picture, the amount you're looking up or down is going to depend on the FOV. If you're scoped in, then your character is barely going to look up, and thus the horizontal screen movement is less affected, and it will be closer to 2D. The only match to 2D is 0%, which matches the cursor velocity, not distance, which is impossible due to FOV.
  3. You're just used to 1.0. ~0.8 comes from the amount it zooms in. When you zoom in with an AWP, it zooms in by a factor of ~2.75. You need to first get rid of the builtin sensitivity scaling by using a zoom sensitivity of 90/40, and then divide it by ~2.75, and you get ~0.8 zoom sensitivity.
  4. 96.733 on the 27" is the same as 90 on the 24". The extra 6.733 fov is due to the extra 3" size. You can use the exact same cm/360 as before.
  5. Matters just as much as field of view. Two monitors, same fov value. The fov on the small screen is equivalent to a higher fov on the larger screen.
  6. For me, Valorant renders 16:9 fov no matter what. It resizes the image instead of zooming or cropping fov. When it is stretched back to fullscreen, its normal 16:9 again but with stretched HUD.
  7. The field of view value in Aim Lab is the game's fov value. If you want to compare the 'Actual VFOV' and 'Actual HFOV', you need to enable to Advanced Field of View Options. It will then show the rendered vertical, horizontal, and diagonal fov. You will then see the same result.
  8. It is just: OutputGameResolutionWidth = InputGameResolutionWidth * ((tan(OutputGameVerticalFov * pi/360)) / (tan(InputGameVerticalFov * pi/360))) OutputGameResolutionHeight = InputGameResolutionHeight * ((tan(OutputGameVerticalFov * pi/360)) / (tan(InputGameVerticalFov * pi/360))) Now OutputGame has the same vertical fov in the same screenspace as InputGame.
  9. Not all games are a simple sensitivity * yaw formula. Many games use a curve. You will end up with a unique yaw value for every sensitivity value with KovaaK's sensitivity matcher, and for every fov as well if the game scales sensitivity with fov. Warframe is something like this (sensitivity * (792 / 104677) + (3600 / 104677)) * fov/65 = increment
  10. It is the same as using a different fov. The 103 fov image on the new monitor is the same 95.875 fov on the old monitor. The 103 fov image on the old monitor is the same as 109.927 on the new monitor. You have effectively reduced the fov by switching to the new monitor. You can try moving the monitor further back but that doesn't work in my opinion. Change your DPI from 400 to 350 and it will fix the sensitivity for 2D and 3D, or multiply your sensitivity by ~0.89.
  11. You need to multiply your DPI by 24/27. That will fix the sensitivity for both 2D and 3D. 800 * 24/27 = 711.111111 If you set the DPI to 700, it will pretty much make it the same as before. You won't need to change the ingame sensitivity. 24 inch screen is 20.918 inches wide. 27 inch screen is 23.533 inches wide. Before: Moving the mouse 1.35 inches moves the cursor 20.918 inches. After: Moving the mouse 1.35 inches moves the cursor 23.533 inches. If you multiply the DPI by 24/27, moving the mouse 1.35 inches will move the cursor 20.918 inches again, returning the cursor speed to normal. Displaying the same FOV on the 27 inch monitor is the same as zooming in 1.125X (27/24) on the 24 inch monitor. So cm/360 also needs to increase by 1.125x. Multiplying the DPI by 24/27 will do exactly that.
  12. Hipfire fov can be 105 * 0.96. ADS fov can be whatever. destiny 2 scales the sensitivity using a framework instead of specific multipliers. as long as u convert with 100% horizontal mm, with a 0.6 multiplier afterwards, the result will be the exact same as if destiny 2 had a scope with that specific fov. If you want to get technical, your ads fov will likely: (hipfire fov * 0.96) / (gun + optic), where gun is like 1.25, 1.4, 1.5, 1.6, 1.7, or 2.1 depending on the gun class, and optic is something between 0 and 1 depending on the equipped optic. Sniper multipliers are generally between 5 and 8.
  13. All he need to do is convert with 100% mm to any fov he wants and then multiply the result by 0.6.
  14. I guess it applies to any aspect ratio that isn't 16:9. Whenever you play a game, test with a 16:9 aspect ratio with black bars, and 21:9. If the game zooms in when you go to 21:9, then calculate with Hdeg. If the black bars get filled in with additional fov, then change the type to 16:9.
  15. Change the fov type to 16:9 horizontal. A lot of games with the type "Hdeg Res" will actually be 16:9.
  16. Your 15.6" 1920x1080 laptop is only be showing 45.88% of the total image compared to the 34" 3440x1440. (45.88% diagonally, 43.35% horizontally, 58.25% vertically) You have to adjust the fov if you want to use the same cm/360. If your desktop is at 105 fov, then your laptop should be at ~74.411 fov. If your desktop is at 120 fov, your laptop should be at ~90.513 fov. As you can see, you are currently running a much higher fov on the laptop with the same cm/360, which will feel way slower.
  17. To find the fov of the elo sight, you compare the screenshots. If you know the fov of the hipfire, and you know the amount zoomed in (from comparing the screenshot), then you can find the fov of the elo sight. You place the two screenshots into photoshop, or an equivalent tool. You place the ADS layer above, reduce the opacity to 50%, and then reduce the size until it blends in perfectly with the hipfire image. The resize percentage is then used in that formula above to find the fov. Your screenshots wont work though because you moved the mouse and aimed higher up when you took the ADS screenshot.
  18. This seems to be what DPI Wizard is doing: 4:3 FOV = (0.85 * FOV) - 3.5
  19. Yes, it would be 1.33. Leave all other multipliers at 1.0. COD2 scaled with 1.33 coefficient and 1.0 multipliers. For ADS to feel the same, they need to have the same FOV as COD 2. Your best bet for making some guns have the same fov is to set ADS FOV to independent.
  20. Convert from cod2 to mw using 75% monitor distance match for hipfire, 96.42 mw fov, and set mw monitor distance to 133%. Cod2 scales by 4:3 angles, which is 75% of 16:9 and 133.33% of 1:1. Cod2 also uses independent ads, where the ads fov is constant no matter what the hipfire fov is.
  21. You are using a conversion method that scales the turn distance by the change in field of view, and in the calculator you have set Siege to a field of view that is not used by the game. The game uses vertical measurements.
  22. Turns out my config is due to beta version. After disabling cloud sync, deleting the config, and instead of opening the game to generate a new config, I validated the game files instead, and it created a new config. "MouseSensitivity": 1.2999999523162842, "FovVertical": 87.33760070800781, Dev says he will revert the defaults next patch, as the current default config.txt is his personal config.txt.
  23. The fov for me seems to be 90 instead of 87.3376. I never changed it. It defaulted to 90. Excerpt of my config.txt. "MouseSensitivity": 3.0, "FovVertical": 90.0, I did a very crude test, sending enough counts to rotate to the edge of the screen. I lined up the edge of the screen with the black line. 87.3376 undershot. https://streamable.com/bt1kc 90 was spot on. https://streamable.com/ddml7
  24. If you are using legacy, then the turn amount scales by the zoom. If you aim with a weapon, and it performed a 2x zoom, essentially doing sensitivity / 2, you would need to set the ads sensitivity multiplier to 2. sensitivity / 2 * 2 = sensitivity. It cancels out. All the other weapons will still be off though, as a 3x zoom would end up with sensitivity / 3 * 2 = sensitivity / 1.5. Just note that these numbers are hypothetical and for demonstration purposes.
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