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Drimzi

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Everything posted by Drimzi

  1. If you are not converting between different screens, then you don't need to worry. Using 0% on this site is good enough. 0% will scale the sensitivity by the change in the zoom/magnification (virtual projection's radius, focal length), preserving the ratio between the virtual projection and the physical sensitivity. It will not work between different screens though, as it doesn't take screen size into account, and only uses the field of view. I on the other hand, calculate the size of the virtual projection, and then generate a sensitivity based on the desired ratio between the virtual projection and physical sensitivity (cm/360deg). Either way, hipfire to ads will look like this.
  2. Cpi/dpi has nothing to do with pixel skipping. You skip pixels if you change your cursor speed artificially with windows pointer speed. If you want the cursor to move faster without increasing the mouse cpi, then you have to make the cursor move more than 1 pixel.
  3. If you have 1920x1080 (or other 16:9), then 56.25% of your width (1920) is equal to 100% of your height (1080). Just use 100% vertical. People used 56.25% when the vertical option didn't exist, and it was specifically for 16:9.
  4. Roblox Camera Sensitivity * 2^(Phantom Forces Sensitivity/4) Scales with vertical fov from default 80 fov Scope fovs scale by magnification, which can be found in advanced weapon info.
  5. Is this what you are after? horizontal (4:3) degrees to vertical degrees (360 * atan(tan((90 * pi/180)/2)/(4/3)))/pi = ~73.74 horizontal (4:3) degrees to horizontal degrees (360 * atan(2560/1440 * tan((90 * pi/180)/2)/(4/3)))/pi = ~106.26 (360 * atan(1536/864 * tan((90 * pi/180)/2)/(4/3)))/pi = ~106.26 (360 * atan(922/518 * tan((90 * pi/180)/2)/(4/3)))/pi = ~106.33 horizontal (4:3) degrees required for horizontal degrees (360 * atan(4/3 * tan((horizontaldegrees * pi/180)/2)/(aspectratio)))/pi (360 * atan(4/3 * tan((((360 * atan(2560/1440 * tan((90 * pi/180)/2)/(4/3)))/pi) * pi/180)/2)/(922/518)))/pi = ~89.93
  6. Cod2 was fov independent, 50 horizontal fov 4:3 and scaled with 4:3 angle change (133.33% vertical or 75% horizontal 16:9).
  7. All roblox game modes are under roblox.
  8. 4.605333 is correct. I recommend using MDV 0% as it is less likely to experience issues with different aspect ratios in the calculator.
  9. Patch #1 Notes Added the ability to change ADS sensitivity as a separate option in the options menu. Added a number for mouse sensitivity (instead of only a slider).
  10. Yeah. Instead of converting TO Morrowind, what you want to do is: Convert TO KovaaKs FPS Aim Trainer, using your method of choice Set KovaaKs sensitivity scale to Apex/Quake/Source (0.022 yaw) or Overwatch (0.0066 yaw) Set KovaaKs fov measurement to Vertical FOV and put in your Morrowind fov value Copy the sensitivity result Run the Sensitivity Matcher Script Set the yaw to 0.022 or 0.0066, depending on what you set the sensitivity scale to Paste in the sensitivity result Afterwards, set the yaw to 0.22381163872297782 (which is 180/(pi * 256)) The sensitivity field will automatically change to a new value. Set Morrowind's sensitivity value to this. Press Alt + [ to perform a 360 degree turn and verify that it's working as intended. Press Alt + ] to perform 20 turns to really make sure it is perfect.
  11. Following worked for me with the sensitivity matcher script. yaw = 180/(pi * 256) fov = vertical
  12. I edited to add a bit more information.
  13. Sure. What you want is to keep the same ratio between your rotation circumference (cm/360°) and the projection circumference (calculated with fov, and monitor size). If you adjusted the Mouse CPI so that the physical cursor speed is identical between the two monitors (you preserve the same ratio between the cursor and mouse for physical distance traveled), you would have increased it from 1600 to 1763.265 (1600 * 27/24.5). That alone would have preserved your cursor speed and camera speed at 0.6 sensitivity. Since your Mouse CPI is still 1600, the game sensitivity has to change instead. Luckily CS:GO has a simple sensitivity system. You can do: 0.6 * 27/24.5 = 0.661224. This works because the rendered image of 90° (horizontal 4:3) on a 24.5" monitor, is equivalent to ~95.56° (horizontal 4:3) fov on a 27" monitor, which is a magnification change of 27/24.5, the same change as the change in cursor speed. (360 arctan(27/24.5 * tan((90 * pi/180)/2)))/pi = ~95.56° If you go from 90 fov to ~95.56 fov, and scale the sensitivity by the change in magnification (monitor distance 0%), you would go from 0.6 to 0.661224. If you want to have the 24.5" monitor exactly equivalent to the 27" monitor in camera speed AND rotation distance, you would have to decrease the 24.5" fov, which isn't possible in CS:GO. You would have to drop the FOV to ~ 84.44°.
  14. Try 0.661224 sensitivity. That will scale the sensitivity to the new monitor size, but your cm/360 will obviously be different because it isn't 0.6 sensitivity. You probably won't even prefer it though since you have become accustomed to different settings for a few months.
  15. CS:GO and Apex has the same behaviour. Battalion inherently scales by the change in 16:9 angle for it's weapons, with a user multiplier that affects everything globally. CS:GO inherently scales by the change in 4:3 angle for it's weapons, with a user multiplier that affects everything globally. Apex Legends inherently scales by the change in zoom for it's weapons, with a user multiplier that affects everything globally. So you can use the multiplier to essentially get one weapon how you want it, but all the other weapons will be off, depending on the scaling. Battlefield luckily has a sensitivity option for each weapon, so you can get every weapon how you want it.
  16. - do monitor distance 0%. - it wont truly feel the same unless you move the whole image instead of the cursor (mcOsu can do this). it will kind of be like a 0 fov sniper scope if that was possible (due to zero image curvature, 2d is perfectly flat). - you will also need to play osu at a reduced size, as moving the cursor from one screen edge to the other is double the distance compared to moving the image itself (your movements originate from the center of the screen).
  17. That's the purpose of the MarkC fix and all the stuff in the OT. It just makes the windows accel curve flat, so that if you enable windows accel (enhance pointer precision), there will be no acceleration. There is absolutely nothing else to it. You only need it if you play really old games that turn on "enhance pointer precision" automatically. The only tool you need is this: https://github.com/TemporaryName/PointerSpeedSetter
  18. 0% from COD4 onwards. BO3 has a different sens for scopes, and Infinite Warfare had different scaling, probably scaled by the change in 1:1 fov (100% vertical monitor match).
  19. Dont think so. IIRC it is only 0% for sights, they messed with all the scope sensitivities due to the boost jumping mechanic on consoles.
  20. zoom_sensitivity_ratio_mouse also applies to any fov_cs_debug that isn't 0.
  21. It is recommended to use 360 distance for hipfire (for consistent navigation, looking around, turning 180 degrees, etc), and 0% MDV from hipfire to scopes/ads (preserves how sensitive the mouse feels). You can also do 0% MDV for everything, but the required mouse movements for different games can quickly become a pain in the ass. Although it feels the same, some games may require large arm movements due to a low FOV, and some small wrist movements due to an extremely high fov. If you are mixing methods, don't use the All conversion. The scopes will be matched to OW, rather than matching to Fortnites hipfire. With a 0% conversion, it should be matched with the hipfire, so that it feels seamless the moment you rightclick, with no relative change in sensitivity. You have the Fortnite hipfire 360 matched, which will feel a lot more sensitive due to the FOV, and then when you rightclick, it switches to the sensitivity of OW.
  22. This is too advanced for the calculator alone. It requires manual calculations. The calculator doesn't use monitor size for anything AFAIK. It just looks at the fov values. Here is an example of two monitors (one is twice the size) set to 90 field of view. The calculator will think that these two scenarios are the exact same thing, as it just looks at the 90 field of view, when in reality they are very different. Here are two examples where the field of view is adjusted to result in the same projection. First image syncs to the large monitor, second syncs to the small monitor. You want to match the projection, and make the field of view dependent on the size and shape of the aperture (the hole that you view the game world through, the monitor basically). In the first case, the small monitor is adjusted to 53.13 fov, and in the second case, the large monitor is adjusted to 126.87 fov. On your current monitor, switch between ~53 fov, 90 fov, and ~127 fov, and you will quickly notice that the literal sensitivity of the mouse will be affected. You can't just keep the same cm/rev (distance for 1 revolution, aka 360 distance). The projection has to scale to accommodate the desired field of view, which zooms the game in/out. This is because the monitor doesn't magically grow or shrink to accommodate the desired field of view. You have to scale the rotation with the projection. The cm/rev needs to scale at the same rate as the change in projection. You can use 0% MDV to scale by the relative change, as the monitor size is not required when it is constant. However when converting between different sized monitors, you have to do manual calculations. To match Shroud's settings, you have to use the same cm/rev as him, and have the same field of view within the 23" portion of his monitor. This would be 100.4629 fov. Since you want a different field of view, you have to scale the cm/rev by the change in projection, which is where the 1.5 -> 1.25 comes in. Convert with 0% MDV if you are just working relative to your own setup. 0% from Overwatch to Apex Legends. That will preserve the literal sensitivity of the mouse. This isn't always desirable though, as the required movements to accomplish tasks depends on the game and how zoomed in your are. For example, Fortnite is really zoomed in, and requires a lot of mobility and rotations for core gameplay. It would be more beneficial to just use an entirely different sensitivity, instead of converting with 0% MDV. A new sensitivity generated by using a different method, which preserves a desired property, or just picking a new one arbitrarily.
  23. You need to have the same fov in the same physical area as Shroud to be able to use the same 360 distance and have the same feeling. You basically lock the games projection, and then render more or less of the projection according to the monitor size and shape. The bigger the monitor, the more fov that is revealed, and vice versa. How zoomed in the game looks, how large enemies are, etc, all stay constant. According to your screenshot, I'm assuming Shroud is using a 24.5" 1920x1080 monitor with 104 fov (note, the fov is not exactly 104, you actually need his cl_fovScale value for more accurate results). The full 24.5" would have an fov equivalent to 104 apex fov. The 23" portion of a 24.5" monitor would have an fov equivalent to 100.4629 apex fov. Also, 23" would be equivalent to ~1802x1014 with black bars on his monitor. You simply need to set the fov as close as possible to 100.4629, and copy his 360 distance, to emulate Shroud's settings. For this, you would use 1.5 sensitivity instead of 3 sensitivity, since you have double his CPI. To scale to 90, you would need to scale the 360 distance by 0% MDV, and then scale that result according to his zoom sensitivity, since that is how he prefers to have his sensitivity change according to fov (imagine he picks up a gun that zooms in to 90 fov, you would match this sensitivity). If he's at 1 zoom sensitivity, then simply convert 0%, which changes from 1.5 sensitivity to ~1.25 sensitivity. For zoom sensitivity, just copy his value.
  24. If it is now Quake sens * 2.05 , you can simply multiply the mouse-sensitivity result by 100. The calculator is currently at Quake sens * 0.0205, I'm assuming the exact number is 0.022/(29997/32000 * 103/90). edit: Nevermind. Ingame value is 100 times higher than config file value. If the devs say its source * 2.05 at 103 fov specifically, then the mouse-sensitivity calculator is correct.
  25. Thanks for testing. Unfortunate that it is still rounding to the nearest 50.
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