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KovaaK

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  1. Ahh thanks much! Added the file to our ticket to fix for this issue. It'll eventually be resolved :).
  2. If anyone has a one of those ini files that is causing this problem, I'd really appreciate a copy of the file along with the actual location of it so that I can test and maybe fix this issue permanently.
  3. Huh. I wonder if you can set that to false in other UE4 games to disable FOV Scaling... also I'm genuinely amazed that the game is reading from that folder.
  4. I don't think FOVScaling is an option that is impacted by any of the configuration files for the game/engine - I believe it just gets baked into the project in some form. If I discover anything to say otherwise, I'll let you know.
  5. Really strange. Horizontal (16:9) also does not affect my sensitivity scalings here. If you figure out what is causing it, let me know. I can confidently say that I have disabled UE4's "Enable FOVScaling" option in the Project Settings of the game (which is how the engine normally handles sensitivity scaling as FOV changes). Furthermore, none of my my sensitivity scales take the FOV setting as an input, although that does make my Paladins scale inaccurate. Side note: I've been meaning to remove/disable that one for a while due to the ambiguity of scaling sensitivity with FOV along with differing FOV scales and aspect ratios. For example, if a user sets his FOV scale to clamped horizontal and 103 with Paladins sens, that's all well and good, but what if he uses Horizontal (4:3)? Or what if he uses Vertical? Should I be taking the FOV number he entered, or should I be determining the actual horizontal FOV and scaling by that? I'd rather just... not have it be an option to avoid that confusion.
  6. Using my sensitivity matcher script, I can verify in my game that my 1.2 Quake/Source sensitivity takes 13636.3636... counts to perform a 360 regardless of FOV and FOV scale. The Apex Legends dropdown is the same path of code as Quake/Source. What are you using to measure?
  7. My preliminary testing of Quake Champions shows that if you take Quake/Source sensitivity and multiply by 0.2, it's really close to what you should use in QC. Unfortunately, it falls apart when you reach QC sensitivities of around 1. Will do more testing later... Edit: I was wrong, there is nothing off around sensitivity of 1. It's just plain Quake/Source * 0.2 = QC, or Overwatch * 0.06 = QC.
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