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Wheaks

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  1. Like
    Wheaks reacted to WheresMyPants in Game request archive   
    Name: Remnant 2
    Website: https://store.steampowered.com/app/1282100/Remnant_II/
    Status: early access 
    Release date: Jul 25, 2023 (However, owners of the ultimate edition were granted 3 days early access)
    Availability: $49.99
  2. Like
    Wheaks reacted to DPI Wizard in McOsu   
    Updated 👍
  3. Like
    Wheaks reacted to DPI Wizard in Second Extinction   
    The FOV was completely changed, it's updated now.
  4. Like
    Wheaks got a reaction from _xverso in Does pixels/ratio changes when image scaling or DLSS is being used?   
    @DPI Wizard Lets say 1920x1080 with 85% image scaling which is 1632x918, do you calculate with 100% or 85% resolution?
  5. Haha
    Wheaks reacted to DPI Wizard in Far Cry 6   
    20-1000 is in-game, already in the calculator
  6. Like
    Wheaks reacted to Drimzi in What is the formula of fov scaling?(or how it works since idk if there is a formula or no))   
    There is less degrees on the screen (lower degree/pixel), so if you continue to rotate the same degree/count then you will rotate more pixels. You have to reduce the degree/count to rotate the same degree/pixels, and end up with a longer distance to rotate 360 degrees.
     
    Degree/pixels only uses the middle pixels. If you know there is a total of 103 degrees horizontally (Overwatch), which is across 1920 pixels, then you can scale that down to find how many there is in 1 pixel.
    2 * atan(1/1920 * tan(103/2 * pi/180)) * 180/pi = ~0.075032  
    If you drop to 30 degrees vertically (Overwatch Widowmaker), then you end up with less degree/pixel.
    2 * atan(1/1080 * tan(30/2 * pi/180)) * 180/pi = ~0.02843  
    Since the game rotates a fixed amount of degrees/count for each unit of sensitivity, you will want to reduce the sensitivity when you scope in (by ~0.028/0.075) to keep the same pixel ratio. When scoped, you will have to rotate ~38% of the original amount to preserve the sensitivity of the mouse, but you will end up with the inconvenience of a larger distance to turn 360 degrees.
    (2 * atan(1/1080 * tan(30/2 * pi/180)) * 180/pi) / (2 * atan(1/1920 * tan(103/2 * pi/180)) * 180/pi) = ~0.378909  
  7. Like
    Wheaks reacted to DPI Wizard in Call of Duty: Modern Warfare (2019)   
    I've updated all the aims now, added missing ones and removed those that are no longer in the game.
  8. Like
    Wheaks reacted to DPI Wizard in Call of Duty: Modern Warfare (2019)   
    I'm going through all the aims now to see where they fit and will update when done.
  9. Like
    Wheaks reacted to Drimzi in Simulation of 3D sensitivity (projection) on the Windows desktop   
    I think you're going about it wrong. You're trying to make the cursor behave weird instead of just panning the screen or making the desktop 3D. The distances are affected in 3D because there is distortion and curvature, so it makes no sense for the cursor to behave weird when the 2D desktop has neither. It's already behaving how it is supposed to. If you decrease the FOV, which decreases the distortion and curvature, you will see that the mouse characteristics already start to resemble 2D more and more as you approach 0 FOV. At 1 FOV any conversion method in the calculator (Jedi's Trick has to be set to 1:1 resolution) will approximately match the speed and distance of the cursor.
    If you want to simulate 3D aiming then you have to move the screen instead of the cursor (e.g. panning in a photo viewer, or playing mcOsu's original fps mod, not fposu). If you want the speed of the desktop, with the distances reflecting the distortion on the screen, then you just convert using 0%. It doesn't matter what FOV you convert to/from, the cursor will increment 1 pixel for each count, and the camera will rotate 1 center pixel's worth of degrees. The circumference of the 3D projection (the red sphere in your diagram) divided by the distance to travel the projection's circumference (the cm/360, and the orange sphere in your diagram), will be identical to the distance the cursor travels divided by the distance the hand/mouse travels.
  10. Like
    Wheaks reacted to DPI Wizard in PUBG: BATTLEGROUNDS (PlayerUnknown's Battlegrounds)   
    Tested now, and it seems like the scopes do in fact need both values indeed. So set the Sensitivity as well in the config file and it should work.
  11. Like
    Wheaks reacted to DPI Wizard in PUBG: BATTLEGROUNDS (PlayerUnknown's Battlegrounds)   
    I just checked the game now as it has been a bit back and forth exactly how it handles the sensitivity. It's now back to how it originally worked.
    Config file 1 is just the value displayed in-game, if you change this in the config file it will not actually change the sensitivity. Decimals are supported and recommended, as it will be more accurate when displayed in-game.
    Technically yes, but the drawback is that the in-game sensitivity will not display what you actually have. If you do both it's easier to get an overview in-game.
    This value is not used unless you have "Universal Sensitivity for All Scopes" enabled. And all it does is setting all the scope sensitivities to the same value.
  12. Like
    Wheaks reacted to DPI Wizard in Titanfall 2   
    I've updated the game now to correctly use the config file multiplier instead of in-game FOV.
  13. Like
    Wheaks reacted to DPI Wizard in How to check is my dpi causing pixel skipping?   
    Unless you have a terrible mouse the DPI will be constant, but what it is exactly will normally be slightly off what you set it to. You can test the real DPI in the DPI Analyzer.
  14. Like
    Wheaks reacted to DPI Wizard in Apex Legends   
    Yes, they don't do it correctly.
  15. Like
    Wheaks reacted to DPI Wizard in Apex Legends   
    That depends on when you did the calculation, it has been correct since February or so.
  16. Like
    Wheaks reacted to DPI Wizard in Windows' pointer speed   
    That will result in slightly taller rendered pixels and a very fuzzy image as they won't fit the monitor pixels
  17. Like
    Wheaks reacted to DPI Wizard in Pixel ratio - are you pixel skipping?   
    Not any special kind, you will see it when you do a calculation. The sensitivity will either be out of range or have a very high discrepancy.
    As for the games that have issues with movement not being registered on low sensitivity, it will be mentioned in the game notes.
  18. Like
    Wheaks reacted to DPI Wizard in Windows' pointer speed   
    No, they are usually square. The aspect ratio is the ratio between the horizontal and vertical pixel amount, not their size.
  19. Like
    Wheaks reacted to DPI Wizard in Pixel ratio - are you pixel skipping?   
    Your 360 distance in inches multiplied by your DPI.
  20. Confused
    Wheaks reacted to DPI Wizard in Pixel ratio - are you pixel skipping?   
    No, the demo gifs are zoomed in so it's easier to see the difference on a web page.
  21. Like
    Wheaks reacted to DPI Wizard in Pixel ratio - are you pixel skipping?   
    As said, it's completely unrelated to pixels so yes there will be sub-pixel movements.
  22. Confused
    Wheaks reacted to DPI Wizard in Pixel ratio - are you pixel skipping?   
    Typically below 1 doesn't give any more accuracy.
  23. Like
    Wheaks reacted to DPI Wizard in Pixel ratio - are you pixel skipping?   
    It means that for every count from the mouse the crosshair moves 1.0001 pixel, which is not an issue btw as all games render sub-pixel movements.
  24. Like
    Wheaks reacted to DPI Wizard in Windows' pointer speed   
    Depends on your monitor size, for 24" it's about 92 pixels per inch, for 27" it's about 82.
  25. Like
    Wheaks reacted to DPI Wizard in Windows' pointer speed   
    The pointer moves 1 pixel for each count the mouse sends (at the default WPS), and when you lower the resolution the pixels gets bigger resulting in the pointer moving faster across the monitor.
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