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Borderlands 3


DPI Wizard
Hipfire, ADS and vehicle sensitivity added.

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On 8/12/2020 at 1:11 AM, REYOU said:

@DPI Wizard have any resources on Memory Edits for this game? I've been scouring for quite a while and haven't a thing and have been trying to find the values myself and it is very difficult.

Someone knows how to edit the ini file?

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  • Wizard
32 minutes ago, lagarto said:

Someone knows how to edit the ini file?

Cheat engine editing the running game is the only way I think is possible. Editing the files does not work.

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2 hours ago, DPI Wizard said:

Cheat engine editing the running game is the only way I think is possible. Editing the files does not work.

Thanks for the answer, can be banned in from the escape from tarkov for using the cheat engine, so I prefer to continue like this.

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If I'm understanding the discussion correctly, it seems that the zoom sensitivity ratio for this game cannot be set freely for all zoom levels? As in, even if I set up everything correctly via memory editor, my sensitivity in hipfire will be matched, and my sensitivity at a specific zoom level will be matched, but all other scopes with different zoom levels will not be matched.

How bad is the sensitivity mismatch at other zoom levels, approximately? Are we talking like +/-1% off, or something significant like +/-10%?

If I the 2.2x zoom level, then at what zoom levels is the mismatch the worst? For example, if sniper scopes have a +/-10% mismatch, but small zoom levels are all like +/-1% off, then the sensitivity mismatch isn't that bad provided I never use snipers, which would be fine in a game like Borderlands IMO.

 

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  • Wizard
5 minutes ago, KimiNoKataware said:

If I'm understanding the discussion correctly, it seems that the zoom sensitivity ratio for this game cannot be set freely for all zoom levels? As in, even if I set up everything correctly via memory editor, my sensitivity in hipfire will be matched, and my sensitivity at a specific zoom level will be matched, but all other scopes with different zoom levels will not be matched.

Correct. How far it is off for other scopes varies, this game does not have a specific method for calculating the scope sensitivity and will vary. I could add more, but I'm not even certain a 2.2X is the same on all guns, and with billions of guns it gets out of hand quite quickly 😄Most aims seem to be within a reasonable range tough (i.e. somewhere in the 0-100% MDV range).

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I use 133% MDV. 0% MDV is a fairly large mismatch from 133%. Does this mean whenever I pick up a gun, I could potentially have +/-20% of my chosen sensitivity? That'd pretty unfortunate.

 

Thank you for the quick reply.

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  • Wizard
19 hours ago, KimiNoKataware said:

I use 133% MDV. 0% MDV is a fairly large mismatch from 133%. Does this mean whenever I pick up a gun, I could potentially have +/-20% of my chosen sensitivity? That'd pretty unfortunate.

Yes, unfortunately. If you send a screenshot of a specific weapon with the scope details I can see if I manage to find it and add it.

Maybe there's a scaling that can be applied so I can make a calculation where you just input your zoom as displayed in-game, but I'm not sure this will work.

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Mmm I see. Right now I'm debating picking up the game or not. As I wouldn't be in end game, I'll presumably be switching weapons frequently so it wouldn't be worth it for you to add one or two specific ones to the database. Thank you for the offer, though.

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5 hours ago, KimiNoKataware said:

Mmm I see. Right now I'm debating picking up the game or not. As I wouldn't be in end game, I'll presumably be switching weapons frequently so it wouldn't be worth it for you to add one or two specific ones to the database. Thank you for the offer, though.

I'm not sure how OCD you are about sensitivity changes but I myself do get annoyed when games have inconsistent zoom sensitivity ratio.

Even then, in the case of BL3 it is perfectly acceptable for me and I've invested in quite an amount of time playing this game. You'll grow to get used to it either way. I say get the game!

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On 17/09/2019 at 02:25, 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.

THIS IS FANTASTIC, THANK YOU! Is there a way to keep these sensitivity settings so I don't have to use cheat engine everytime i play the game?

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On 4/21/2021 at 6:27 PM, bread94 said:

THIS IS FANTASTIC, THANK YOU! Is there a way to keep these sensitivity settings so I don't have to use cheat engine everytime i play the game?

iirc just don't open settings

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@DPI WizardI'm having some issues with the memory editor conversion. The converted sensitivity seems to be much slower than it should be. With these settings:

bl3sens.png.864928e561c9588e867a865c10cd1fad.png

The sensitivity came out to about 47.8 cm or so. After some fiddling I found 0.175740 to be about 41.65. (or close enough for the time being)

I know that fov effects sensitivity but I made sure I had that set correct in calc and in game.

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Anybody willing to guide me through the cheat engine way? Been searching for hours and tried using the tables in this thread, but those all have ?? as the value and cannot be changed. Nvm.... I figured it out like 5 minutes after posting.

Edited by roundmetalbox
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On 9/17/2019 at 1:25 AM, 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.

That is because the game changes your fov when you look upwards.
I had 106.26 but when looking up, it changes to ~108. and the game does it own scaling in sensitivity.

Edited by Griffle
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On 8/6/2022 at 11:10 AM, Griffle said:

That is because the game changes your fov when you look upwards.
I had 106.26 but when looking up, it changes to ~108. and the game does it own scaling in sensitivity.

Wait is this actual??? That's hilarious lmao. Clown developers.

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On 8/15/2022 at 6:07 AM, Skwuruhl said:

Wait is this actual??? That's hilarious lmao. Clown developers.

ok it was crazy but i've done it. not sure if anyone here uses the epic version of borderlands 3.

I pretty much took your formula and the 0mdh formula and put that instructions onto the game's fov calculation routine.

I managed to make  a 0 mdh (1:1 sens) as the default for sensitivity on borderlands3.  going to share the cheattable here.

to use:

  • check mark the [0 mdh] box
  • you can then change values of [FoV, look sens (mouse counts per 360)]
  • you can change values of [FoV (Change Here)]
  • dont touch resX thats just for my reference only.

calculations using ubasecrt.tanf and ucrtbase.atanf is not the most accurate since im just using a float instead of a double for the calcs.

tested only using 16:9 ratio monitor.

didnt really bother with the optimization of assembly code as i was trying to see if possible. but it doesn't look like the calcs impact the fps much.

 

please correct me if im wrong. Is 0mdh = 1:1 sens = same tracking = Visuomotor = 0% monitor distance?
and i always wondered how did you guys managed to create a formula to convert counts per 360 to the game sens.

do you use some sort of math by first plotting a range of game sensitivities then using
y = mx + b to create the formula (assuming sensitivity curve is linear)? I gotta refresh my math lol.

Borderlands3sensitivity.CT

Edited by Griffle
more info
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  • Wizard
2 minutes ago, Griffle said:

Is 0mdh = 1:1 sens = same tracking = Visuomotor = 0% monitor distance?

Correct! Although 1:1 is a relative term, it depends on what exactly you mean by it. With 0% MD you get the same 1 pixel/count ratio between different FOVs.

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8 hours ago, Griffle said:

please correct me if im wrong. Is 0mdh = 1:1 sens = same tracking = Visuomotor = 0% monitor distance?
and i always wondered how did you guys managed to create a formula to convert counts per 360 to the game sens.

It started with the idea of matching "monitor distance" for set mouse movements. For example if a 4cm mouse movement in hipfire would aim at something halfway across your monitor (horizontally) this would be a 50% mouse movement. If you wanted to make it so when you ADS a 4cm flick would move your crosshair halfway across the screen, your desired sensitivity would be 50% mdh. The equation for this is

opzP

where x is your desired flick distance. There's 2 major problems with this method:

1. A matched distance only works at that single distance and accuracy falls off by the metric of maintaining flick distance as you make flicks different from x.

2. The math completely breaks down if you aren't looking straight forward, as looking up or down changes how mouse movements translate to monitor distance entirely.

The first problem was somewhat addressed when people wondered if you could make x 0% to make tracking very accurate. Plugging x into the above equation is undefined, however you can have x approach infinitely close to zero and calculate the result of that. When you do this the equation simplifies to

Xray

Turns out this worked pretty well and only lost accuracy for very large flicks.

Though that still leaves the 2nd issue, and if trying to match exact mouse movements with exact monitor movements was actually the best way to calculate zoom sensitivity. Many people found that 0% md exhibited some nice behaviors that didn't happen at other distances. See this video by @DPI Wizard:

To explain what's happening here (assuming bf3 8x, 4x, red dot in order. with 70 fov in settings. Doesn't exactly matter, only the ratios do.)
The first scope is standing at some distance with a 6.9x zoom scope.
Second Scope is 3.47x at 50% of that distance
Third is 1.83x at 21% of that distance.

The exact same mouse movement is being used to track the target at each scope/distance combo. Now what's the big deal? You could find some distance to stand at with any scope and sensitivity combo where target tracking would line up. There's two big deals here:

1. Notice how the target is the exact same visual size on all 3 recordings

2. The distances being stood at line up exactly with the ratio of zoom. e.g. 3.47 is half of 6.9.

This is pretty big because that means you can make zoom sensitivity scale the exact same way as just standing closer or further from a target. To the point where the right zoom/distance combo completely cancels out and is the same as hipfire. Now the question is how does this happen? What's so special about 0% md that causes this? Well, put simply: it's not because of 0% md per se.

Let's back up a bit to zoom ratio. Zoom as a technical term is used for cameras and telescopes comparing the focal length of two different images. If one image was taken with a focal length of 5mm, and another was taken with a focal length of 10mm, there's a factor of 2x zoom going from the 10mm to the 5mm (smaller focal length is more zoomed in). What if we were to scale our zoom sensitivity by this zoom ratio? That seems to make pretty straightforward sense: if my scope has a zoom ratio of 2.0, then my sensitivity should be halved. Well the major hurdle is that games don't measure fov in focal length, they measure it in degrees (or sometimes radians). Luckily there's an equation to convert your camera's focal length to degrees:

sQSv

Where alpha is degrees, d is size of the film, and f is focal length. Though this is to convert from focal length to degrees, we need to solve for f:

hdtO

So we can calculate the horizontal fov of a 23.8" monitor (526.85mm horizontally):

C7jZ

If we can calculate the focal length then we can calculate the zoom ratio by dividing the focal length of two different zoom levels (e.g. hipfire and scope), in fact the equation is simplified even further since we have a consistent film size (monitor):

tlfG

And so we've arrived back at the same equation we arrived at with 0% md. But this explains the behaviors related to zoom ratios. Another example of such behavior:

https://imgur.com/a/szjlq

Scaling by focal length / 0% is the most mathematically sound way of scaling because of all this.

 

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  Ah thanks so much for explaining this.  I am assuming this is pretty much the same as this,
but his formula incorporates resolution to the calculations (this is needed as it allows for different user config, monitor ratio 16:9, 16:10 etc.).

I have incorporated his formula into the Cheat Table attached above.

 

Sorry, but what I actually meant was how did you derive to this formula?

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

I'm trying to figure out so I can translate the ratios to a different game sensitivity (slider) given with the calculations above.

This is how i made it work for this game without having undo the calculations done to the game

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18 hours ago, Griffle said:

Sorry, but what I actually meant was how did you derive to this formula?

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

I'm trying to figure out so I can translate the ratios to a different game sensitivity (slider) given with the calculations above.

This is how i made it work for this game without having undo the calculations done to the game

It's a manual process. Determine if FOV affects sensitivity, in BL3's case it does. You set your fov to default and sensitivity to minimum and then use either an AHK script or https://www.kovaak.com/sensitivity-matcher/ to determine how many counts it takes to do a 360. You'll come to 51400 counts, do 360 / 51400 to get 0.07. If the game you're doing this for doesn't convert to a clean number you can try 2pi / 51400. Some games have really weird and fucked up sensitivity, Minecraft and Vermintide being pretty notable, and this process doesn't work for that.

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  • Wizard
41 minutes ago, Skwuruhl said:

You'll come to 51400 counts, do 360 / 51400 to get 0.07. If the game you're doing this for doesn't convert to a clean number you can try 2pi / 51400. Some games have really weird and fucked up sensitivity, Minecraft and Vermintide being pretty notable, and this process doesn't work for that.

Just to clarify, (and I know Skwuruhl knows this :)):

For any game with 0 or below (and even some games with a range above 0) as a valid sensitivity, this doesn't work. Also, note that some games have different sensitivity scaling below/above a certain threshold, and sometimes they have multiple thresholds. In addition, some games are affected by aspect ratio and even resolution. They can even be affected by a different FOV value than the one configured.

And a few games actually have sensitivity with absolutely no mathematically logical scaling, like Rogue Company.

The whole sensitivity landscape is a mess, I think a lot of people imagine there's just a different "m_yaw" to the different games. But it's a lot more complicated than that.

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Thanks again for explaining. Yeah I can see the complexities you've described in this game in the memory viewer.There are quite a few variables that hold the FoV and some are used just for the screen draw, and some that represents the slider and used as part of the calculations for the sensitivity you've described.This game lost me after they have divided the current fov with the max fov set by user and then multiplying with various things, but its ok now.

Yes Skwuruhl, I have been using Kovaak's tool to measure and determine counts per 360, and because of the formula you've provided above. I was able to "re-program" Borderlands3 and make 0% md working. Tested with various weapon zoom and it seems to line up to "desired counts per 360" at their respective FoV 😄.

Edited by Griffle
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