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Drimzi

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Everything posted by Drimzi

  1. Stretched is a 2D operation. It's stretched after the fact. Mouse movements look exaggerated on one axis. Since the image you are seeing is stretched, and your brain knows it is stretched, and the mouse movements are already stretched proportionately with the image, then I don't think you should tamper with the m_yaw.
  2. AFAIK the only sensitivity scale option that KovaaK intended to be affected by the FOV is the UE4 option. Paladins should be as well but he's aware that he never added the FOV multiplier for that and is likely to remove the Paladins option altogether. Quake/Source & Apex is intended to be 0.022 yaw regardless of FOV.
  3. You need to do 0% MDV using native values.
  4. It's not a bug. One result is relative to OW hipfire, and one is relative to Windows. If your OW had more precision to better match Windows, then you would get 37.89 and 51.47.
  5. You would need to have your field of view set to ~109 to fit Shroud's 104 fov into the 24.5" portion of your monitor (assuming he has a typical 24.5" 240hz monitor).
  6. You would have to match his 360 distance and focal length to experience what he is experiencing. Example of a large and small monitor with the same focal length. Small monitor has 90 fov, large monitor has 127 fov.
  7. Set the fov to 70 * 1.46161 as that is the fov that the game is running at. The ingame value is irrelevant. Holo = All 1x scopes, and ironsights for pistols (not RE-45), smgs and shotguns. ADS = ironsights for lmg, ar, snipers 2x, 3x, 4x, 8x is not in the calculator, and 6x and 10x is the kraber.
  8. I use a windows pointer speed factor of 1/8. There is nothing wrong with WPS values below the default. If anything, you benefit from the more granular angular increment per count for long range engagements. You also get more granular CPI. If your mouse supports CPI steps of 50, then '4/11' will effectively change that to steps of 25, allowing you to fine-tune to preference. https://liquipedia.net/counterstrike/Mouse_Settings#Windows_Sensitivity
  9. Apex Legends measures the horizontal 4:3 field of view degrees. Battlefield's 74 fov is the field of view measured vertically. Set the FOV Type to Vdeg so you can input the vertical degrees. Type in 74, and then change the FOV Type to 4:3 to automatically convert your vertical measurement to 4:3 horizontal measurement. Usually that is all you need to do. The result (90.2709) is what you need to use in the game as that is what you converted the sensitivity for. For Apex however, you will need to get the cl_fovScale value, as the ingame value is inaccurate. Set the Apex Aim mode to Config file FOV, and then do the same steps as above. Change it to Vdeg so you can input 74 degrees, and then change the type to Multiplier to automatically convert your vertical measurement to cl_fovScale. I would recommend noting down the different measurements for that field of view that you use. Vertical = 74 Horizontal 4:3 = 90.2709 Horizontal 16:9 = 106.52 cl_fovScale = 1.289584
  10. The accuracy of the calculator relies on the competency of the user.
  11. Apex measures the fov using the 4:3 measurement. It locks the vertical measurement. If you monitor is wider than 4:3, you will see additional horizontal fov. CSGO is the same as Apex. The Hdeg 16:9 measured value is what you will use in other games that use 16:9 measurements, such as PUBG or Black Ops 4.
  12. By moving my mouse more or less... 0%, doesn't matter what direction it is.
  13. From what I can tell, Holo (60/70 fov multiplier): SMG Shotgun Pistols (not RE-45) 1x Holo (not sure about 1x digital threat and hcog) ADS (55/70 fov multiplier): AR LMG Sniper 2x, 3x, 4x, 8x aren't in the calculator. They seem to be true magnifications (relative to the base 70 fov) like the 6x and 10x Kraber.
  14. CSGO scales the yaw by fov/90 * zoom_sensitivity_ratio. If you change the fov, then the yaw is no longer 0.022. You will need a different sensitivity multiplier to rotate the same amount. 110/90 * 0.022 = 0.0268888... With 1 sensitivity, you will rotate 0.0268888... degrees per mouse count instead of 0.022. At 110 FOV and 2.7 sensitivity multiplier, you will be rotating 2.7 * 0.0268888... = 0.0726 degrees per count. At 90 FOV and 2.7 sensitivity multiplier, you will be rotating 2.7 * 0.022 = 0.0594 degrees per count. 90 FOV needs to be at 3.3 sensitivity. 3.3 * 0.022 = 0.0726 Apex Legends also has 0.022 yaw but does not scale the yaw at all for hipfire. It is always 0.022 no matter what fov you have. It only scales the yaw for aim down sights. It scales the yaw by the actual magnification, not by the change in fov degrees measured at the 4:3 boundaries like CSGO. Since they scale completely different, you can only use the ADS sensitivity multiplier to be correct for one scope. Matching the 360 distance doesn't preserve the sensitivity. It preserves the rotation distance. If you want to preserve the sensitivity, use 0% MDV, which is the same scaling that Apex Legends uses for its scopes. Distance does not equal Sensitivity.
  15. (360 * sin(fov * pi/360))/(pi * pixels) = degrees turned per count 360/(dpi * (360 * sin(fov * pi/360))/(pi * pixels)) = circumference (360 * sin(fov * pi/360))/(pi * yaw * pixels) = sensitivity value For 0% MDV, just replace sin with tan.
  16. No formula will preserve everything. 0% will preserve the sensitivity. 360° Distance will preserve rotation distance. Viewspeed scales the circumference (cm/360°) using: sin(hipFov * pi/360) / sin(zoomFov * pi/360)
  17. 0% will preserve the perceived sensitivity, but the rotational distances (physical sensitivity) will change. (useful for ads/scope conversions) cm/360° will preserve the rotational distances (physical sensitivity), but the perceived sensitivity will change. (useful for hipfire conversions) You have to decide what you want to preserve. An in-depth post regarding perceived sensitivity and 0% conversion I personally use 0% for everything as it is the perceived sensitivity that matters to me. I have learnt to adapt to the change in distances and scale my mouse inputs appropriately. I practiced at various fovs and in real-time. 0% provides a solid framework for learning this as the change in physical sensitivity is the same as the change in scale, velocity and curvature relative to the screen. A 2x magnification (everything enlarges 2x, moves 2x faster) results in 2x the cm/360°. You can achieve great adaptable "muscle memory" with 0% because it is so predictable.
  18. You could try one of the following: First Option: 45.44 Ana/Widowmaker Multiplier is an increase of ~1.2x sensitivity over the baseline (hipfire sensitivity). Since Apex Legends natively preserves the baseline sensitivity, you could set the ADS multiplier to 1.2. Calculation: 100 * (tan(30 * pi/360) / (9/16 tan(103 * pi/360))) = ~37.89 45.44 / 37.89 = ~1.2 Second Option: Try the Monitor Distance Match conversion using the % that results in 45.44. MDV 133.918744 % MDH 75.329294 % Apex Legends' native scaling at 1.0 multiplier is "1:1", preserving the sensitivity of the mouse and the infinitesimal distance. If you want to increase the sensitivity to preserve a distance characteristic instead (such as 360 distance or an arbitrary 2D monitor distance), then that is only possible by setting the multiplier to a value where it would be true for 1 weapon magnification.
  19. I don't think it's that easy, since Apex is not scaling the 360° distance using angles like CS:GO. This won't replicate anything. With your settings, when you zoom, your zoom sensitivity is faster than the hipfire sensitivity by a factor of: SG 553 / AUG = 1.07433... Zoomed 1: AWP, SSG 08, G3SG1, SCAR-20 = 1.08678... Zoomed 2: SSG 08, G3SG1, SCAR-20 = 1.12670... Zoomed 2: AWP = 1.13031... You effectively have 4 different zoom sensitivities (that don't have any correlation to each other in terms of feel). You can try one of these values directly, or alternatively, you can replicate the scaling behaviour. Assuming Apex is at 90 fov (cl_fovScale 1.285714) to match CS:GO, these will be the values that replicates CS:GO's scaling system with your 0.89 multiplier: Holo (77.14 fov) = 0.956606... ADS (70.71 fov) = 0.985569... 6x Scope (17.12 fov) = 1.12474... 10x Scope (10.3 fov) = 1.13013... Averaged Magnification (47.2 fov) = 1.06836... Since you can't set a unique value for every weapon, you just have to settle for one of them. If you match Holo or ADS, the Scopes will be slower than CS:GO. If you match to Scopes, the Holo & ADS will be too fast. A compromise will be to use the averaged magnification, which will be the most balanced option. Choice is up to you whether or not to make one weapon perfect, or balance all weapons. Either choose the direct sensitivity multiplier that you have been using in CS:GO (the first box of values), or choose a sensitivity multiplier that uses the CSGO scaling method (second box of values). Calculations: SG 553 / AUG = 0.89 * 45/90 * tan(90 * pi/360)/tan(45 * pi/360) Zoomed 1: AWP, SSG 08, G3SG1, SCAR-20 = 0.89 * 40/90 * tan(90 * pi/360)/tan(40 * pi/360) Zoomed 2: SSG 08, G3SG1, SCAR-20 = 0.89 * 15/90 * tan(90 * pi/360)/tan(15 * pi/360) Zoomed 2: AWP = 0.89 * 10/90 * tan(90 * pi/360)/tan(10 * pi/360) Holo (77.14 fov) = 0.89 * 77.14/90 * tan(90 * pi/360)/tan(77.14 * pi/360) ADS (70.71 fov) = 0.89 * 70.71/90 * tan(90 * pi/360)/tan(70.71 * pi/360) 6x Scope (17.12 fov) = 0.89 * 17.12/90 * tan(90 * pi/360)/tan(17.12 * pi/360) 10x Scope (10.3 fov) = 0.89 * 10.3/90 * tan(90 * pi/360)/tan(10.3 * pi/360) Averaged fov = (360 * atan(1/4 * (tan(10.3 * pi/360) + tan(17.12 * pi/360) + tan(70.71 * pi/360) + tan(77.14 * pi/360))))/pi
  20. By aiming sensitivity I mean the literal sensitivity, as in how sensitive the mouse feels when trying to aim at something within your field of view. I'm not referring to your Overwatch zoom sensitivity or any other aiming/ads/scope sens value. 0% will make everything feel the same because it matches the infinitesimal movement, but the distances to accomplish tasks (like turning 180 degrees, flicking to the edge of the screen, etc) will change depending on the fov. Assuming you don't use 37.89 ana/widowmaker and 51.47 ashe already, if you convert from your overwatch zoom sens value, you will end up with a new cm/360 for hipfire. If you convert from hipfire, you will end up with a new mouse sensitivity while zoomed. It's up to you what direction you go in order to make them the same sensitivity. It's also up to you whether or not you: Make all games have the same sensitivity as OW (0% across the board) Make all games have the same hipfire 360 distance and then make the ads/scope the same sensitivity relative to the hipfire Make all games have the same hipfire 360 distance and then make the ads/scope the same sensitivity relative to OW
  21. That means the game itself doesn't scale the pitch/yaw according to the user's fov. Your cm/360 will not change if you change the fov. The calculator on the other hand will output a new result for a different fov when using an fov scaling method (everything except 360 distance).
  22. You can't have both. If you preserve your aiming sensitivity, the cm/360° will scale proportionately with the change in zoom. (0% MDV) If you preserve the cm/360°, the perceived mouse sensitivity will scale proportionately with the change in zoom. (360 Distance Match) Either convert 0% MDV across the board, or convert 360 distance for hipfire and 0% MDV for ads/scopes (the default calculator settings).
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