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Mortal Shell

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Incursion Red River

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

Hipfire added, more aims to come. See the game notes for instructions on how to disable smoothing.
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Vellum

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Borderlands 3


DPI Wizard
Hipfire, ADS and vehicle sensitivity added.

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  • Wizard
Just now, azixc said:

just curious dose Borderlands 3  have a config file sens or is it just ingame?

Seems like it have an encoded config file, so someone needs to make a tool to edit it. 

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I don't understand why games like this have such limited options for sensitivity. The default 20 at 800 dpi is stupid fast. Anyone coming to this game with a background in CSGO is going to have a range from 1-5 to get close to their usual sensitivity (which is normally in the 30cm+ per 360 degrees range).

This leaves you with choices 20 through 100 to have an even higher sensitivity than before. You would need to play at 100 dpi for 100 in-game sens to even be humanly usable. What are these developers thinking?

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if i did not expect this after  the shitshow that was bl2 id be upset now so for now waiting for the steam  version and hoping someone comes up with a good idea is goat

 

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You got to realize that the amount of people that actually care enough about their sensitivity to want separate sliders not to mention proper decimal support is minuscule at best so I don't think the developers necessarily even realize it's something people want or need, I mean you only have to check the steam forums to find lots of people that think editing config files is cheating... Warframe comes to mind as well, pretty much since release some people have been asking for a better sensitivity range but it's always met by a flock of people stating that they don't have a problem at whatever dpi. I don't really get it but that's what we're dealing with here.

 It's definitely getting better all the time though, a year or two back the only games that really had separate sliders for everything were Battlefield and PUBG but now I can already think of at least double that of the top of my head so realistically it should become the norm as more and more people get used to it and start expecting new games to have it. It would probably be a good idea to try to get influencers that are in direct contact with different developers to really emphasize that separate sliders, field of view sliders as well as a proper sensitivity range with decimal support should be the bare minimum for PC games, (first person) shooters especially.

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3 hours ago, iBerggman said:

You got to realize that the amount of people that actually care enough about their sensitivity to want separate sliders not to mention proper decimal support is minuscule at best so I don't think the developers necessarily even realize it's something people want or need...

I have 0 experience with game development so I'm just assuming stuff here, but even though I agree that it's a relatively small minority that cares enough to complain I'm not sure how limiting the range of available sensitivity makes sense to do regardless. I don't understand the reason for developers to limit the options for sensitivity, because it shouldn't make any meaningful difference in terms of time/effort and what possible downside does increasing options for players have? The only real defense i can imagine is if the game doesn't behave consistently/as intended at really high/low sensitivities but I can't believe that is the issue considering how fast the lower limit of a lot of games are, and that still wouldn't explain not allowing decimals.

I mean the only other reason to limit options like sensitivity is to avoid bloating the menus and how easy they are to use, right? Surely the sensitivity in the actual game files is just a float value adjusted by a slider anyways, so there's no reason it would have any specific limitations except from the range of the slider. Setting the range for the slider is the same amount of work regardless of what values you limit it to, no? I understand not making the slider from ]0,∞[ and using float values because it makes it harder to adjust by dragging if the steps are too small to see. But since the difference between 0 and the arbitrary lower limit is much smaller than the upper limit and ∞, is there really a point to having such a fast lower limit?

But lets say you really really want some specific range for your slider to make it more visually appealing and since most players will use a value in that range anyways. I can't imagine that it requires any significant amount of time/effort to allow ppl to type their own values in the textbox displaying the number from the slider. Just make the box show/edit the sensitivity value from where ever it's stored in the game like the slider does, instead of getting a number to show from the slider itself. If it's a typed number there should be no reason to limit what values can be used except by the amount of digits you game can handle. Then you'd have the exact same nice visually appealing, uncluttered options menu for everyone to use but without denying players the option to customize. 

 

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2 hours ago, Baht said:

I have 0 experience with game development so I'm just assuming stuff here, but even though I agree that it's a relatively small minority that cares enough to complain I'm not sure how limiting the range of available sensitivity makes sense to do regardless. I don't understand the reason for developers to limit the options for sensitivity, because it shouldn't make any meaningful difference in terms of time/effort and what possible downside does increasing options for players have? The only real defense i can imagine is if the game doesn't behave consistently/as intended at really high/low sensitivities but I can't believe that is the issue considering how fast the lower limit of a lot of games are, and that still wouldn't explain not allowing decimals.

I mean the only other reason to limit options like sensitivity is to avoid bloating the menus and how easy they are to use, right? Surely the sensitivity in the actual game files is just a float value adjusted by a slider anyways, so there's no reason it would have any specific limitations except from the range of the slider. Setting the range for the slider is the same amount of work regardless of what values you limit it to, no? I understand not making the slider from ]0,∞[ and using float values because it makes it harder to adjust by dragging if the steps are too small to see. But since the difference between 0 and the arbitrary lower limit is much smaller than the upper limit and ∞, is there really a point to having such a fast lower limit?

But lets say you really really want some specific range for your slider to make it more visually appealing and since most players will use a value in that range anyways. I can't imagine that it requires any significant amount of time/effort to allow ppl to type their own values in the textbox displaying the number from the slider. Just make the box show/edit the sensitivity value from where ever it's stored in the game like the slider does, instead of getting a number to show from the slider itself. If it's a typed number there should be no reason to limit what values can be used except by the amount of digits you game can handle. Then you'd have the exact same nice visually appealing, uncluttered options menu for everyone to use but without denying players the option to customize. 

 

that is pretty much the concept of bo4 , you got the option to use the legacy scaling option or to use your own custom values for each scope 

 

7 hours ago, iBerggman said:

You got to realize that the amount of people that actually care enough about their sensitivity to want separate sliders not to mention proper decimal support is minuscule at best so I don't think the developers necessarily even realize it's something people want or need, I mean you only have to check the steam forums to find lots of people that think editing config files is cheating... Warframe comes to mind as well, pretty much since release some people have been asking for a better sensitivity range but it's always met by a flock of people stating that they don't have a problem at whatever dpi. I don't really get it but that's what we're dealing with here.

 It's definitely getting better all the time though, a year or two back the only games that really had separate sliders for everything were Battlefield and PUBG but now I can already think of at least double that of the top of my head so realistically it should become the norm as more and more people get used to it and start expecting new games to have it. It would probably be a good idea to try to get influencers that are in direct contact with different developers to really emphasize that separate sliders, field of view sliders as well as a proper sensitivity range with decimal support should be the bare minimum for PC games, (first person) shooters especially.

this website doing sponsorships with some high level influencers would be pretty neat i  guess , just makes me sad that they cant even bother with their extra founding

 

the cheating thing is especially bad in this case since there is already a working trainer on wemod(completely free to use) 

Edited by fortunate reee
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  • Wizard

ADS for optics without zoom  with 2.2X zoom is added now. How both ADS FOV and the sensitivity scale in this game is a real mess. It might be some reasoning to it when digging some more, but nothing like any other game. Current calculations are not 100% perfect, but within 0.1-0.2%, so the lack of decimals is more of a concern.

I'll work some more on it to get it perfect, and add scopes and vehicle when I get those.

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  • Wizard
10 minutes ago, fortunate reee said:

is there  a scaling to it?

None that I have made any sense of yet. The hipfire scaling is pretty standard MDH 100%, but the aims does not scale to anything I've found logical. Not their FOV, not MDH X%, not their scope power, not any other fixed factor or anything other I've looked for. The currently added 2.2X sensitivity calculation is over-engineered to work for that scope specifically, and will not scale to other scope powers.

The scaling for the scope itself is actually pretty close to Viewspeed Horizontal, but not exact to that either. And compared to hipfire it doesn't scale at all.

But the calculations you get will in most cases be numbers quite close or similar for hipfire and ADS, mostly due to the lack of decimals.

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  • Wizard
4 hours ago, azixc said:

are you guys gonna put a config file choice if someone made an editing tool for it?

Absolutely, hopefully someone makes it!

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On 9/15/2019 at 10:07 AM, DPI Wizard said:

None that I have made any sense of yet. The hipfire scaling is pretty standard MDH 100%, but the aims does not scale to anything I've found logical. Not their FOV, not MDH X%, not their scope power, not any other fixed factor or anything other I've looked for. The currently added 2.2X sensitivity calculation is over-engineered to work for that scope specifically, and will not scale to other scope powers.

The scaling for the scope itself is actually pretty close to Viewspeed Horizontal, but not exact to that either. And compared to hipfire it doesn't scale at all.

But the calculations you get will in most cases be numbers quite close or similar for hipfire and ADS, mostly due to the lack of decimals.

Yeah I had a lot of issues trying to find any kind of consistent scaling. I don't know if it's just coincidence from the scopes I checked but listed scope power (e.g. 5.5x zoom) is approximately the proper zoom amount (e.g. the image on screen actually gets approximately 5.5 times larger). It's hard to tell exactly because the scope moves around while in ADS.

This makes the ADS sensitivity scaling so oddly even more difficult to understand since they seem to grasp the proper concept of zoom ratio. I doubt it's related to viewspeed since that's a mathematically nonsensical method (then again the borderlands scaling seems to be nonsensical too so who knows).

Edit: ADS sensitivity may change based on scope sway. This could be a compensation thing where fighting the sway doesn't mess with your crosshair placement, or it could be a bug. It's hard to tell.

Edited by Skwuruhl
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I was able to edit sensitivity successfully using cheat engine (including decimal places). Use cheat engine to search for a float. The value you search for is 10% of the value you have the slider set to.

e.g.:
Set slider to 10
Search for 1
Set slider to 7
Search for 0.7
etc.

Once you've found the addresses set them using the equation

360 / (desired counts per 360) /  (0.07 * FOV / 90)

Or alternatively

360 / ((desired cm/360) * DPI / 2.54) /  (0.07 * FOV / 90)

 

Edit: horizontal sensitivity changes if you're aimed too far upward.

Edited by Skwuruhl
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7 hours ago, Skwuruhl said:

I was able to edit sensitivity successfully using cheat engine (including decimal places). Use cheat engine to search for a float. The value you search for is 10% of the value you have the slider set to.

e.g.:
Set slider to 10
Search for 1
Set slider to 7
Search for 0.7
etc.

Once you've found the addresses set them using the equation


360 / (desired counts per 360) /  (0.07 * FOV / 90)

Or alternatively


360 / ((desired cm/360) * DPI / 2.54) /  (0.07 * FOV / 90)

 

Edit: horizontal sensitivity changes if you're aimed too far upward.

Imagine if you get banned for trying to use a basic setting that should have been in base game. Gearbox....

Edited by sonorciff
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  • Wizard
9 hours ago, Skwuruhl said:

Yeah I had a lot of issues trying to find any kind of consistent scaling. I don't know if it's just coincidence from the scopes I checked but listed scope power (e.g. 5.5x zoom) is approximately the proper zoom amount (e.g. the image on screen actually gets approximately 5.5 times larger). It's hard to tell exactly because the scope moves around while in ADS.

This makes the ADS sensitivity scaling so oddly even more difficult to understand since they seem to grasp the proper concept of zoom ratio. I doubt it's related to viewspeed since that's a mathematically nonsensical method (then again the borderlands scaling seems to be nonsensical too so who knows).

Edit: ADS sensitivity may change based on scope sway. This could be a compensation thing where fighting the sway doesn't mess with your crosshair placement, or it could be a bug. It's hard to tell.

The scope power they seem to have nailed. Using image comparison is not going to be 100% since the center of rotation moves when you zoom. I think it's in front when in hipfire (i.e. where your eyes would be) and actually center when zoomed. I've analyzed a lot of scopes now, and doing image comparison is so close to the true scope power that we can assume it is this. Measuring the FOV doing edge to edge turns also supports this (very hard with the sway though).

It definitely is not related to viewspeed, it just happens to be close to it.

I'm able to measure the 360 distance scoped with 100% precision. While the scope sways, the sway does not translate to any change un-zoomed in hipfire. So a fixed point in hipfire will always be the same and can be used as a reference point.

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