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V Rising

Use the config file for best accuracy.
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Vigor

The sensitivity slider is not accurate, expect some discrepancy. Use the config file for best accuracy.
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MULLET MADJACK

The config file might use either comma (,) or period (.) as the decimal separator depending on your locale settings.
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Combat Champions

All aims use the same sensitivity setting, choose the sensitivity for the aim you prefer to be matched.
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Ghost of Tsushima DIRECTOR'S CUT

The sensitivity and FOV changes depending on certain actions and where you are (indoor etc). The calculations are for the view when you move around outdoor.
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Battlefield 1


DPI Wizard

Added support for all aims, multipliers and coefficients, as well as calculations for both in-game and config file sensitivities.


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It's not about "best" that will depend on your personal preference. If you are trying to match sensitivities between BF1 and another game, the easiest way would be to match the 360 distance using the calculator (make sure the FOV is similar for best results). Once you have that value just turn on Universal Soldier Aiming and your GTG, no more messing around needed. It is definitely the easiest way to do it.

 

 

If you are trying to match sensitivities with CSGO and you use a zoom-sensitivity ratio OTHER THAN the default of 1, you need to wait for the wiz to update the calculator so you can do it by scope, or you can find the coefficient. As we said above, there are pros and cons to using different values under the coefficient, but the default is what most people are used to on PC.

 

 

Some people seem to be misunderstanding the two sensitivities and the coefficient.

 

BF1 offers two sensitivities (disregard individual zoom options); HIP fire & AIm Diwn Sight (zoom)

 

These two options allow you to differentiate your mouse movement to monitor distance respectively.

The USA option allows you to match all ADS irrespective of zoom level to the same mouse movement to monitor distance.

The co efficient is simply a value that allows you to adjust at what ratio the relationship between the varying ADS (zoom) levels are matched.

 

So given the above if you want ADS and hipfire to to have the exact same relationship between mouse movement and monitor distance travelled then ADS zoom must be set to 100%. However if you prefer different hipfire and ADS mouse speed (think call of duty) changing this value will not affect USA matching the ADS values across ALL zoom scales.

 

Changing individual zoom settings is not recommended as it negates the reasoning behind using USA.

 

Oh wow I see. I was under the impression that you should use 133% but I guess I'll use 100%. I don't play Counter-Strike so that's not relevant to me.

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0.017778 in BF1 is the same as zoom sensitivity 1 in csgo at 75% monitor distance.

 

To match 0.81 you need to adjust the zoomall to 0.81 also ;)

 

Or set it to 0.818975 (it's the same as csgo zoom sens if the coeff is set to 0.017778 as you can see).

Alright, so should I set zoomall to 0.818975 and coeff to 0.017778? I want to match it @ 1% :)

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0.017778 in BF1 is the same as zoom sensitivity 1 in csgo at 75% monitor distance.

 

To match 0.81 you need to adjust the zoomall to 0.81 also ;)

 

Or set it to 0.818975 (it's the same as csgo zoom sens if the coeff is set to 0.017778 as you can see).

 

 

Wait, so what is the 133% coefficient representing then? When USA was first introduced in BF4, it was designed around the edge to edge ratio of a 4:3 aspect ratio screen, which should be the same thing as "1" in CSGO. So, naturally one would think that the default coefficient in BF1 is corresponding to this 4:3 aspect ratio.

 

Also wouldn't messing with the zoom all alter the USA zoom ratio?

 

Here is the definition of USA: 

 

So you must be wondering why the default coefficient is 1.33 

First, because 1.33 seemed to work best, second, because that's what CS:GO used and compatability is awesome, and third, because when you times your vertical screen height by 1.33, you would get your horizontal screen width if you were using a 4:3 screen, which is the smallest aspect ration screen people use for games. 

 

 

This is so confusing...

Edited by Bryan Redding
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Oh wow I see. I was under the impression that you should use 133% but I guess I'll use 100%. I don't play Counter-Strike so that's not relevant to me.

 

Hmm I think you misunderstood.

- You have your standard mouse sensitivity which dictates your 'hip fire' cursor movement.

- In BF1 you have your zoom sensitivity which dictates your 'Aim down Sights' cursor movement.

 

-Finally you have USA option which is dictated by the co efficient value (default 1.33). keeping it simple, this option when enabled attempts to match all ZOOM (Aim down sights) cursor movement the same when using ANY scope or iron sight regardless of the actual FOV.

 

To summarise if you wish to have ALL cursor movement 'hipfire' AND 'Aim down sight' consistent you need to have ZOOM sensitivity at 100% (don't confuse this with co efficient value)

However if you wish to have a different cursor movement when 'aiming down sight' than your 'hipfire' (call of duty) then altering the zoom sensitivity allows you to do this. ALL 'aim down sight' zooms will still remain consistent.

The benefit of doing it this way is keeping a faster general cursor movement and slowing it down for more accuracy when aiming down sight. Allowing a faster reaction movement coupled with a 'precision' aim down sight.

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  • Wizard

Wait, so what is the 133% coefficient representing then? When USA was first introduced in BF4, it was designed around the edge to edge ratio of a 4:3 aspect ratio screen, which should be the same thing as "1" in CSGO. So, naturally one would think that the default coefficient in BF1 is corresponding to this 4:3 aspect ratio.

 

Also wouldn't messing with the zoom all alter the USA zoom ratio?

 

Here is the definition of USA: 

 

So you must be wondering why the default coefficient is 1.33 

First, because 1.33 seemed to work best, second, because that's what CS:GO used and compatability is awesome, and third, because when you times your vertical screen height by 1.33, you would get your horizontal screen width if you were using a 4:3 screen, which is the smallest aspect ration screen people use for games. 

 

 

This is so confusing...

Actually let me get back to you on this, as I might have used the wrong numbers. 

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  • Wizard

0.017778 in BF1 is the same as zoom sensitivity 1 in csgo at 75% monitor distance.

 

To match 0.81 you need to adjust the zoomall to 0.81 also ;)

 

Or set it to 0.818975 (it's the same as csgo zoom sens if the coeff is set to 0.017778 as you can see).

Yeah, scratch this, my brain was on fumes last night!

 

Coeff 1.333333 makes zoomall act exactly like csgo zoom sensitivity.

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Alright, so should I set zoomall to 0.818975 and coeff to 0.017778? I want to match it @ 1% :)

 

0.818975 is only 1 % at that particular zoomfov. with "zoomed 2" it's 0.787444 and since bf1 weapons likely have different zoomfovs, you need different values altogether.

 

the good news is that uniform aiming solves this problem for you. in order to match at 1 % at 16:9 simply calculate 1 % * 16/9 = 0.017778

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Yeah, scratch this, my brain was on fumes last night!

 

Coeff 1.333333 makes zoomall act exactly like csgo zoom sensitivity.

Ohh, so does Coeff 1.33 and zoomall 0.818975 sound good? :D

Edited by mattiasheen
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Hmm I think you misunderstood.

- You have your standard mouse sensitivity which dictates your 'hip fire' cursor movement.

- In BF1 you have your zoom sensitivity which dictates your 'Aim down Sights' cursor movement.

 

-Finally you have USA option which is dictated by the co efficient value (default 1.33). keeping it simple, this option when enabled attempts to match all ZOOM (Aim down sights) cursor movement the same when using ANY scope or iron sight regardless of the actual FOV.

 

To summarise if you wish to have ALL cursor movement 'hipfire' AND 'Aim down sight' consistent you need to have ZOOM sensitivity at 100% (don't confuse this with co efficient value)

However if you wish to have a different cursor movement when 'aiming down sight' than your 'hipfire' (call of duty) then altering the zoom sensitivity allows you to do this. ALL 'aim down sight' zooms will still remain consistent.

The benefit of doing it this way is keeping a faster general cursor movement and slowing it down for more accuracy when aiming down sight. Allowing a faster reaction movement coupled with a 'precision' aim down sight.

 

Ah right, I misunderstood. All the zoom sensitivites are at 100% because that's the default, and my Uniform Soldier Aiming coefficient is at 133%. I guess I'll just leave them alone and don't change them lol.

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  • Wizard

Ohh, so does Coeff 1.33 and zoomall 0.818975 sound good? :D

Actually it depends on what you matched the hipfire sensitivity to. 360 distance, monitor distance 1%, 75%?

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Actually it depends on what you matched the hipfire sensitivity to. 360 distance, monitor distance 1%, 75%?

Well, I want the crosshair movement to be the same on ALL zoom levels. Is it right then?

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Well, I want the crosshair movement to be the same on ALL zoom levels. Is it right then?

 

It's never going to be the same on all zoom levels. That isn't what you want though. You don't want a very powerful sniper scope to feel the same as iron sights. WHat USA does is makes the ratio of movement the same. The actual sniper scope sensitivity is slower due to the low FOV, but it is the same relative to that FOV. Hipfire would be the fastest iron sight slightly slower, and so on and so on.

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  • Wizard

Well, I want the crosshair movement to be the same on ALL zoom levels. Is it right then?

Then your first post about this is correct :)

 

To sum up: Match 1% hipfire from csgo to bf1, then set coeff to 0.017778 and it will be the same as zoom sens 0.818975 in csgo.

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Then your first post about this is correct :)

 

To sum up: Match 1% hipfire from csgo to bf1, then set coeff to 0.017778 and it will be the same as zoom sens 0.818975 in csgo.

Ohh, alrighty then ^^

So, Coeff 0.017778 and zoomall 0.818975?

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GstInput.SoldierZoomSensitivityAll 0.818975

GstInput.UniformSoldierAiming 1
GstInput.UniformSoldierAimingCoefficient 1.333333

 

= match at 1 % only for zoomFOV 51.77 degrees and FOV 106.26

 

GstInput.SoldierZoomSensitivityAll 1.000000

GstInput.UniformSoldierAiming 1
GstInput.UniformSoldierAimingCoefficient 0.017778

 

= match at 1 % for every zoomFOV

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It is I! Dark Ethereal!

Someone asked me to be here and say things, but IDK what I'm needed to say now since you appear to be working towards a formula. I'm just going to say a bunch of things that you may or may not already know, because I'm a lazy bastard who can't be bothered to read the entire thread.

What I will say is that if you haven't noticed already: the formula for the Uniform Soldier Aiming sensitivity modifiers is different depending on whether the coefficient is zero or not.

That code you've got there looks nasty, but I see what look like if statements to do with the coefficient, so maybe you've worked that out already?

I can't remember the exact formula off the top of my head, but I think it's up on the forums somewhere, and what's more, I maintain communications with Julian Manolov: the developer who wrote the system into the game, so if you still require that, I might be able to ask him to get the exact formula if it can't be found on the CTE forums anymore.

Now about the "ideal coefficient"... there is none!

 

(The following is an explanation for users.It's not a great way to describe the formula under the hood, though a smartypants can use this explanation to work out what the formula should be)

The problem with saying "lets make a system that makes your sensitivity perfect for every zoom level" is that it's very hard to define what perfect is, and really there is none. Because of the distortions of projecting the 3D world to a flat plane, there is no given formula to make it so that turning to part of your screen takes the same mouse movement at every sensitivity.

However, there are a few possible approaches to making the turn rate as best as we can. Instead of picking one approach, we put the coefficient in so that the player can decide what they want.

The coefficient can be thought of as a way to change the purpose of Uniform Soldier Aiming.

(Note, I'll use decimal coefficients from here on, instead of the percentages, so everything will be 100 smaller than what you see in the menus).

When the coefficient is greater than Zero, you can think of the coefficient defining a distance from the crosshair which is half your screen height multiplied by the coefficient. Uniform Soldier Aiming then uses a mathematical forumula to make sure that the mouse movement required to move to a point which is this distance away from your crosshair is identical at all scope zoom levels.

So for instance, the default coefficient is 1.33 (or 4/3), which is the default for counter-strike compatibility.
With that coefficient, the synchronized distance is 4/3 the distance from your crosshair to the top of your monitor.
Why does counter-strike use that distance? Because a long time ago everyone used 4:3 monitors, so they were actually syncing up the distance it takes to swipe to the edge of the screen. When widescreens came to the scene, instead of having the system change for every monitor aspect ratio (fucking up people's muscle memory), they just locked the system to the 4:3 numbers.

If you set your coefficient to 1, it should always take the same mouse distance to swipe to aim at what is on the top edge of your monitor directly above your cross-hairs.

If your coeffficient is set to 0.5, then the sync distance becomes the distance from crosshair to screen top.

Which is the best distance to set? IDK. There may not be a best distance for everyone. Snipers looking down scopes have most of their screen covered, so maybe smaller coefficients are better, whereas iron-sights users see everything, so need a bigger setting.

But the important thing to remember is the effect on the "feel": The lower the coefficient, the slower high-zoom scopes tend to feel compared to high-FOV ones.
The higher the coefficient, the more sensitive the high-zoom scopes will tend to feel compared to low zoom scopes.
Theoretically there may be a middle-ground point between high and low coefficients where there is no perceived difference in sensitivity feel, and that MAY be the best setting, or it may not be! What feels right might not be what is best for muscle memory!
 

When the coefficient is zero, things work in a different but also logical way.
When the coefficient is zero, things become about "screen velocity".

What I mean by screen velocity is the speed at which a point moves across the screen (measured relative to the screen). Because of the perspective projection distortion, at constant turn rate, this speed is not constant across the screen, so we have pick a point to synchronize, and that point is what is under the cross-hair.

At coefficient 0, for a fixed mouse velocity, things under the cross-hair will move at the same 2D SCREEN velocity at all scope FOVs.
This is a different way to try to define "same turn-rate for every scope". Instead of matching a certain crosshair displacement to a certain mouse movement, we're matching a certain mouse movement to a certain movement speed of things under the crosshair.

I already said before about projection distortion, and here it becomes key. When turning at a constant speed, things in the screen center move slowest, and things at the edge move fastest. The higher the FOV, the faster the edge is compared to the center. That's why 0 coefficients faster at high-fov and slower at low-fov (which some users may actually want).


While the formula switches at 0, in practice there is no noticed difference between a low coefficient of 0.01 and 0. The formula change is required to avoid having to deal with dividing by zero, but it is still a natural continuation of the trend of decreasing the coefficient. The lower the coefficient gets, the closer it becomes to coefficient 0 behavior.

With all that in mind, there are IMO 3 candidates for good coefficient choices: 0, 1, 1.33 and your own screen aspect ratio.
0 is good for people who want lower perceived sensitivity for high zoom sniper scopes for "extra precision".
1 is a likely candidate for a good compromise coefficient
1.33 is also likely an acceptable compromise coefficient, and it has CS:GO compatibility
Your aspect ratio (width/height) is probably the largest things should reasonably get. This will give you swipes to your screen edge.
Things  higher than 1.66 will probably tend closer and closer towards the feeling of too-high sensitivity on high zoom scopes.
The max you can have is 3 IIRC.

USA's multipliers multiply with the user's manual scope sensitivity multipliers, so if you want it to do it's job, leave the individual scope sensitivity sliders at 100 percent.
Also, if you want both hipfire and ADS to be synched by uniform soldier aiming, don't use an ADS sensitivity multiplier. If you do want noticably lower ADS sensitivity compared to hipfire though, you can lower that slider and USA will still synch between ADS scopes.

To get the most out of USA, you need to let it do it's job. That meas: don't use individual scope multipliers (which is second-guessing USA), and once you've found an acceptable coefficient, LEAVE IT THE FUCK ALONE!
The whole idea here is to make things more uniform so you can build muscle memory. You can't do that if you keep changing the settings!
 

Edited by Dark Ethereal
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  • Wizard

It is I! Dark Ethereal!

 

Someone asked me to be here and say things, but IDK what I'm needed to say now since you appear to be working towards a formula. I'm just going to say a bunch of things that you may or may not already know, because I'm a lazy bastard who can't be bothered to read the entire thread.

Awesome that you joined!

 

That code you've got there looks nasty, but I see what look like if statements to do with the coefficient, so maybe you've worked that out already?

Indeed, the IF statements are for two reasons:

  1. If the coefficient is 0, the FOV part of the formula changes since you can't divide by 0.
  2. The product of the zoom sensitivities (GstInput.SoldierZoomSensitivityAll * GstInput.SoldierZoomSensitivity#x##) has a lower limit of 0.1 and an upper limit of 3. This is a little counter-intuitive by the way, since they suddenly stop working. And it threw me off in the beginning.

Other than that, the formula is the base hipfire sensitivity, divided by the zoom sensitivities, then multiplied by the ratio between the base (configured) FOV and the aim FOV, where both FOV's are adjusted with the coefficient multiplied by an aspect ratio modifier.

 

What I have to "reverse engineer" now is the exact FOV of all the different aims. And I'll tell you, the sway makes it very tedious  :P

If there is a list of what they are anywhere, that would be of great help!

 

I also need to reverse the formula, so any value can be calculated based on the other three values and a specific distance (counts).

 

Now about the "ideal coefficient"... there is none!

 

(The following is an explanation for users.It's not a great way to describe the formula under the hood, though a smartypants can use this explanation to work out what the formula should be)

 

The problem with saying "lets make a system that makes your sensitivity perfect for every zoom level" is that it's very hard to define what perfect is, and really there is none. Because of the distortions of projecting the 3D world to a flat plane, there is no given formula to make it so that turning to part of your screen takes the same mouse movement at every sensitivity.

This is exactly what I'm aiming to explain in this video:

 

And USA really does the job, with a lot of options!

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If we could get a list of weapon FOV that would be awsome. I personally measured monitor to mouse movement from hip and ADS from black ops 3 to set my zoom sensitivity to match in BF1. If I knew the fov it is so much easier!

I only need one FOV as USA sets the rest.

 

I actually turned on the fov scaling in video options and set weapon zoom to 150%. Given my FOV is 106 I figured that is about as close to 50fov I can manage for comparing to cods iron sight FOV of 50.

 

Great to see you almost have it nailed down.

 

 

 

Ps: I checked USA monitor to mouse movement with a variety of guns zoom levels and the 1.33 co efficient is plenty accurate. Difference on my measure was negligible.

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  • Wizard

I only need one FOV as USA sets the rest.

2x in BF1 is 29.2 (or FOV*(29.2/55) if scaling is on) vertical degrees FOV, that's the one I've been testing with so far.

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What I have to "reverse engineer" now is the exact FOV of all the different aims. And I'll tell you, the sway makes it very tedious  :P

If there is a list of what they are anywhere, that would be of great help!

There is. I'll get it for you shortly. Gotta find the exact files, which will take a little bit, but I wanted to post, in case you are fighting sway to do this manually :)

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Wait, I'm a bit confused now for 100% match is it 1.33 or 1.77 because I remember someone saying something close to 1.77 in this thread.

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match at percentage x aspect ratio = uniform aiming coefficient

 

100 % * 1920/1080 = 1.777778

100 % * 3440/1440 = 2.388889

 

75 % * 1920/1080 = 1.333333

 

Thought you guys said 133% was the correct one? But according to you it's 25% slower movement or something?

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