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Call of Duty: Modern Warfare III (2023) / Modern Warfare II (2022) / Warzone 2.0


DPI Wizard

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Is there any downside to using 1.33 coefficient in MWII compared to 0? My aim has never felt better in any game so far and I forgot to set it to 0. Is it less accurate than 0 and monitor distance horizontal? Or will it cause me a lot of grief trying to convert to other games?

 

Edited by idriveby
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  • Wizard
On 12/31/2022 at 1:39 AM, piresss1 said:

I need create the same sensitivity for Call of Duty WZ 2 ( SMG )  from APEX x2  :

Can you share a link to what you have tried?

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  • Wizard
6 hours ago, idriveby said:

Is there any downside to using 1.33 coefficient in MWII compared to 0? My aim has never felt better in any game so far and I forgot to set it to 0. Is it less accurate than 0 and monitor distance horizontal? Or will it cause me a lot of grief trying to convert to other games?

It's not less accurate or anything like that, it's just a personal preference.

1.33 will make the scopes a bit faster than 0.

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I would like to optimize my settings as my aim BLOWS. I joined this site as subscriber but am confused as to what steps I should take first.

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  • Wizard
3 hours ago, zaddymattty said:

I would like to optimize my settings as my aim BLOWS. I joined this site as subscriber but am confused as to what steps I should take first.

If you don't have a particular game where you're comfortable with your aim that you want to convert from, the best way in MW2 is to use relative ADS sensitivity and start from 0. This is the slowest "regular" conversion without adjusting the individual scopes. If this feels too slow, start increasing the coefficient gradually until it feels more natural. The typical range used is 0-178, but any value is valid as long as it works for you.

When you find your magic number you can configure the calculator to match this (using Monitor Distance - Vertical and the coefficient) to easily convert this to other games.

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I'm using MouseMonitorDistanceCoeff 0 for the game, but some optics have inaccurate sensitivity. For example, SZ SRO-7 has the same sensitivity as other 1x scopes but has extra zoom.

This situation is more common among sniper scopes. The image below shows three different optics with visually the same zoom. The description of magnification in the game is inaccurate. After testing, I found that A and B have the same sensitivity, and C is lower than them. I noticed that C has a higher zoom than A and B out of the optic frame. Not sure how dual render affects the calculation of sensitivity in the game. I‘d like to know which optics can provide a consistent MDH 0% experience.

SP-X 80 6.6x (11.0x toggle)

A. SP-X 80 6.6x (11.0x toggle)

FTac Locus SP (11.5x toggle)

B. FTac Locus SP (11.5x toggle)

SZ Ultra 11.5x

C. SZ Ultra 11.5x

Another example:

They have the same description,  sensitivity, and outer zoom but different inner zoom. E has a higher magnification actually.

FJX Imperium 12x

D. FJX Imperium 12x

Luca Field-6 (12x toggle)

E. Luca Field-6 (12x toggle)

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  • Wizard
6 minutes ago, HK Journalist said:

For example, SZ SRO-7 has the same sensitivity as other 1x scopes but has extra zoom.

What a mess... I'll look into this when I got some time!

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  • Wizard
On 4/14/2023 at 1:02 AM, Journalist said:

I'm using MouseMonitorDistanceCoeff 0 for the game, but some optics have inaccurate sensitivity. For example, SZ SRO-7 has the same sensitivity as other 1x scopes but has extra zoom.

Actually most scopes are like this, the game is calculating the sensitivity scaling based on the FOV you see around the scope, not the FOV in the scope. So technically all scopes needs an update to reflect this.

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Am 14.4.2023 um 01:02 schrieb Journalist:

Another example:

They have the same description,  sensitivity, and outer zoom but different inner zoom. E has a higher magnification actually.

D. FJX Imperium 12x

E. Luca Field-6 (12x toggle)

They have different (maybe only inner zoom) FoV. So aiming may feel different between these two.

Both are listed as 12x, but the Luca has +13° FoV, compared to the base 12x FJX Imperium scope. You can check all scopes on sym.gg (MW2 gunsmith) and compare their FoV. The stats are all data-mined and should be 100% correct.

Just select the weapon of choice and go through the optics dropdown menu. Mouseover will show you the FoV changes with every optic, compared to the base weapon optic.

 

Am 14.4.2023 um 01:07 schrieb DPI Wizard:

What a mess... I'll look into this when I got some time!

That would be amazing. How I said above, you can see all stats on sym.gg - so you know exactly the FoV degree changes for every optic.

ghghgh.png

Edited by r3d84
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On 4/28/2023 at 9:27 AM, r3d84 said:

Both are listed as 12x, but the Luca has +13° FoV, compared to the base 12x FJX Imperium scope. You can check all scopes on sym.gg (MW2 gunsmith) and compare their FoV. The stats are all data-mined and should be 100% correct.

but Sym.gg doesn't show the toggle zoom option :( for the optics that can zoom in.

The Dual Render scope FoV difference is what I've been trying to explain to you guys. We have to take into account for Affect FoV change too as the scope change would be different because of the "base zoom (outside scope)" change.

So... how do we calculate the FoV within the scope (optics)?

 

Edited by Griffle
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  • Wizard

This game is updated with some new MW3 info like config file and which Legacy to use. Other than that everything is identical to MW2, but there are some new scopes. Unfortunately they don't seem to have any scope info in the beta, so they can't be added until we know their zoom power.

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  • Wizard
2 minutes ago, Danaconda64 said:

Hello - is anyone experiencing that the same mouse sensitivity that is imported from MW2 feels much faster in the MW3 beta? 

It should be exactly the same with the same values. Make sure FOV is the same too though.

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Wanted to know if it was just me, but has anyone noticed any weird-ness with the mouse feel in MWIII? There's a new command in the config (options.3.cod23.cst) called "MouseUsesRawInput" defaulted to 'true'. This command wasn't in MWII (2022) and was just wondering if there's any packet loss, negative acceleration, etc whether this is set to True or False.

Edited by LeopardTurret
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  • Wizard
1 minute ago, LeopardTurret said:

Wanted to know if it was just me, but has anyone noticed any weird-ness with the mouse feel in MWIII? There's a new command in the config (options.3.cod23.cst) called "MouseUsesRawInput" defaulted to 'true'. This command wasn't in MWII (2022) and was just wondering if there's any packet loss, negative acceleration, etc whether this is set to True or False.

If you set it to false, Windows will intercept all packets from the mouse and process them. This adds both lag and and potential acceleration due to the pointer speed setting (WPS) in Windows, as well as acceleration due to "Enhance pointer precision".

Note that exactly how this works depends on the game. Rainbow 6 had an issue previously that made "Raw Input" set to "Off" way more accurate than having it on. But in pretty much all cases it's recommended to have it on to get the raw data from the mouse for maximum precision.

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4 minutes ago, DPI Wizard said:

If you set it to false, Windows will intercept all packets from the mouse and process them. This adds both lag and and potential acceleration due to the pointer speed setting (WPS) in Windows, as well as acceleration due to "Enhance pointer precision".

Note that exactly how this works depends on the game. Rainbow 6 had an issue previously that made "Raw Input" set to "Off" way more accurate than having it on. But in pretty much all cases it's recommended to have it on to get the raw data from the mouse for maximum precision.

Yeah, I assumed it would be worse when setting RawInput to false, but it wasn't really. I even raised my Windows pointer speed all the way to 11 then launched MW3 beta with Raw input disabled but it didn't affect my in-game sens. My 360 distance was still the same. It seems like the engine is still using some kind of "raw input" so I'm not sure what that setting is changing.

Funny you mention R6 Siege because I remember testing that game a while back with Windows pointer speed as well (raw on vs off). It's the same situation there; raw off still takes data directly from the mouse so it's confusing what to trust.

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  • Wizard
24 minutes ago, LeopardTurret said:

It seems like the engine is still using some kind of "raw input" so I'm not sure what that setting is changing.

Funny you mention R6 Siege because I remember testing that game a while back with Windows pointer speed as well (raw on vs off). It's the same situation there; raw off still takes data directly from the mouse so it's confusing what to trust.

Indeed, this makes it even more confusing. In some cases "raw input off" means that the input is processed after Windows does its acceleration and WPS, in other cases it's just after Windows processes it, but with no acceleration or WPS. In the latter cases it's pretty much indistinguishable from raw input. But in any case, unless there's some known issue, Raw Input should always be set to on.

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My settings on MWII can't be replicated in the calculator for conversion. I use a 1.78 coefficient with a 0.81x on ads on relative ads, but i can't input the 0.81 on the calculator, so i can't replicate these settings across games. This particular combination of settings doesn't seem possible to input.

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  • Wizard
1 hour ago, Feedingwolves said:

My settings on MWII can't be replicated in the calculator for conversion. I use a 1.78 coefficient with a 0.81x on ads on relative ads, but i can't input the 0.81 on the calculator, so i can't replicate these settings across games. This particular combination of settings doesn't seem possible to input.

You can get this by adjusting the scale for the monitor distance:

https://www.mouse-sensitivity.com/?share=e20f1e522e878525dc93e1f798609eb5

There are a couple of scopes which this doesn't work for, since their FOV is not correct in relation to the sensitivity.

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