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Springfield1903

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  1. Thanks
    Springfield1903 reacted to Lateralus in ADS to Hipfire newbie   
    I'm on 2560x1440, 1600 DPI, 0.155 Sens, with 0.794 multiplier for scoped weapons if I'm focusing on using the operator (2.5x scope), or 0.779 multiplier if I'm focusing on Marshal play (3.5x). I'm pretty sure all those setting only apply to Valorant's base FOV of 103 though, so really you would need to use the calculator on this site yourself for whatever game/FOV you are playing.

    Honestly I simply came to the conclusion that Jedi's trick is significantly better than 0% MDV, because it drastically reduces the vertical deviations for flick shots, at the expense of a relatively minor increase in deviations for minor adjustments.
  2. Thanks
    Springfield1903 reacted to Lateralus in ADS to Hipfire newbie   
    Same, the recommended multiplier with 0% vertical feels too slow using scoped weapons in Valorant. Even the Marshal (3.5x zoom) feels too slow in spite of the fact I'm using the faster multiplier for the Operator (2.5x).

    In Jedi's thread I can't make heads or tails of what he is going on about, because it seems overly focused on matching windows sens to game sens, which is baffling to me because I have a completely different DPI for Windows in my mouse software and it doesn't bother me in spite of the fact that I work full time on the same computer I game on, manipulating hundreds of files every day and editing dozens of financial charts.
    Edit: Ok so I found Jedi's custom graphing utility, and I think it offers me some insight. In Jedi's OP he ends the post by saying it is a compromise between tracking and flick shots. Looking at the graphs and comparing Jedi's trick sensitivity shows me exactly what he meant, as the closer shots have much smaller deviations but at the expense of larger "flick" deviations (especially on the horizontal axis, which explains why it feels "too slow"). If you set the sens higher you can significantly improve the flick deviations, but it destroys the precision for making small adjustments.

    I'm not really experienced enough to say what is more important, but I imagine it is the ability to make small adjustments. What good is hitting insane flicks if you're constantly missing the shots where you need to make a small adjustment quickly (pretty common when holding an angle, especially at long distances where you know the enemy will appear somewhere near your current aim point). Being able to Flick accurately is helpful precisely when something has already gone wrong, and you're having to fight players rushing your position at close range. It is definitely a necessary skill, but secondary. 
    With that said, Valorant has more movement compared to CS:GO (e.g. Raze's explosives behave similar to Quake rocket boosting). So I might adjust the multiplier a little higher than Jedi's trick (0.794 in my case). But I notice the vertical deviations actually get worse as you try to improve the horizontal, so it might not even help that much in Raze's case. I feel like the Marshal is kind of important anyway in Valorant anyway, more so than the Scout in CS:GO, and that requires a lower multiplier.
    FYI I'm not actually using the sensitivity calculator in this tool, only using it to visualize the different settings. So both the "sensitivity" settings in red are just listing the multiplier recommend using this site's calculator (except for 2 custom multiplier graphs of course), I just couldn't be bothered to figure out how to rename them in the data tab. The green (hipfire), is my base Valorant sens.

     
  3. Thanks
    Springfield1903 reacted to MacSquirrel_Jedi in ADS to Hipfire newbie   
    Hi i created new utility "MSG" exactly for this purpose. It's more user friendly than "custom option" in MSU
  4. Like
    Springfield1903 got a reaction from Lateralus in ADS to Hipfire newbie   
    I'd like to know as well since there's not really a 1 solution answer lol 
    What I've gathered from some threads, is to basically use monitor distance - vertical and leave it at 0 or simply picking Jedi's trick vertical. But for me it feels "too slow" and really have to drag my mouse around. 
    What I do is play around with either MD-V set to 177.78  or 133.3333
  5. Thanks
    Springfield1903 reacted to DPI Wizard in Apex Legends to Halo Infinite   
    Because it results in a sensitivity with less discrepancy than using 1.
    0.1 will in this case be out of range.
  6. Thanks
  7. Sad
    Damn, thanks bro
    I guess we mouse players are second class citizens in Halo infinite :<
  8. Like
    Correct, games like this are unfortunately so controller focused that any issues with mouse and keyboard gets basically no priority.
    The calculations you get from the calculator are correct for the base sensitivity though, I can see this very clearly in the data. But the random acceleration throws it off completely in certain cases, so it might feel completely off
  9. Like
    You are correct, here it is the windowed borderless that works correctly, while unchecking it makes it unstable. But I suspect this is a bit dependent on your setup, so if you get random acceleration when windowed borderless I think it's just the same bug as I get when it's windowed.
    Here's a video of the issue, every time the camera spins here the same script is executed. So as you can see it does first almost two turns (accelerated), then one turn exactly (which is correct), then almost two again (accelerated), then one exactly (correct).
     
  10. Like
    Springfield1903 got a reaction from Pherall in Question about 1600 DPI   
    Thank you so much, for the longest time I thought 6/11 was the only valid option 
  11. Like
    Springfield1903 reacted to Pherall in Question about 1600 DPI   
    Windows pointer speed relates the that 'some' distance moved for each count mentioned in the prior question. The reason 6/11 is accepted as the right setting for gaming is that here the multiplier for that 'some' distance is 1, and 1 x anything is itself so this means the data coming from your mouse to motion in non-raw input games is as if windows wasn't messing with the data (even if it is still adding a slight delay/packet loss which is why raw input is the better option).
    But 6/11 isn't the ONLY correct option as lots of places seem to state: here is the list of acceptable ones (this post has further correct options but they involve registry edits).
    Control panel notch:
    6/11 --> 1x count multiplier 4/11 --> 0.5x count multiplier 3/11 --> 0.25x count multiplier 2/11 --> (1/16)x count multiplier 1/11 --> (1/32)x count multiplier Why are these valid options? Well you can multiply all the multipliers by a integer to get back to 1x because they're all fractions in the form 1/n
    What this means practically is that even with these options you'll never miss an equivalent spot where 6/11 would be correct, so no skipping.
    This means if you use a higher DPI for games to be more precise (skip less angles) but it means your desktop sensitivity feels too high for you, you can chose one of these options to get it back to a desktop sensitivity you'd prefer.
  12. Like
    theres no such thing as a true 1:1 sensitivity, unless ads doesnt zoom and is the exact same fov as hipfire
     
    you either match it at 360cm or 0% monitor distance vertical or 100% vertical or 133% vertical or 178% vertical (are any distance you want) 
     
    you never mentioned your fov or DPI either
  13. Like
    Springfield1903 reacted to SlowShot in help me. is my setting right?   
    You are god
    Thx!!
  14. Like
    Springfield1903 reacted to Cannon in Valorant Scope sens. to MDV/MDH?   
    Yes
  15. Like
    Springfield1903 reacted to Drimzi in Valorant Scope sens. to MDV/MDH?   
    MDV 177.78% with 90% scale.
  16. Like
    It's a bit of a hidden feature, type "auto" into the monitor distance percentage field

  17. Like
    For the last weeks i tried to figure out whats the best sensitivity for me but every calculated sensitivity doesnt feel comfortable to me. Tried this method now in a few games and i love it, the calculated sensitivitys feel so much better now. Thanks for this Derpturtle ! (sry for my english im german)
  18. Like
    This method can actually be integrated quite easily. I'll play around with it a bit and see how it works.
  19. Thanks
    Try MDH 100%, MDV 133.334% or MDV 100%.
    These are the most common ones, which you've been accustomed into if you have played without changing the ADS multiplier in first person shooters. It's mainly these and 0% that developers choose for their games.
  20. Like
    Update: After lurking various topics and whatnot I found a config that feels nice for insurgency sandstorm, which I had trouble making it "feel" right 
    For long range scopes (x3, x4, x6, x7) I set MDH to 100% and 50% for mid range scoeps (x2, x2.5)

  21. Like
    Theres been a few posts that I've only really skimmed, monitor distance is supposed to be good. I usually just go for 360 personally and do something like this. Don't play the second game, but put it there because it has an ads dropdown. 

  22. Like
    i use this
     

    ye
  23. Like
    after a while of playing games / training your aim you should be able to use most multipliers without being affected by it
    just like with hipfire sens / fov / aspect ratio and good mouse acceleration  while uniformity is great not using 1:1 wont negatively impact your performance long term and some factors can actually improve your motor control
  24. Thanks
    The calculator does the magic for you. If you just enter your desired monitor distance (either vertical or horizontal), the equivalent coefficient will be calculated and used a placeholder value. You will only see this when you have not entered your own value into the field.


  25. Like
    I think the best might be to convert as you usually do and try to "ignore" the outside view of the scopes. The issue is probably that you react to how the world is moving outside of the scope, and it seems to move too slow, but the movement inside the scope is correct.

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