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H1Z1


DPI Wizard

Got it added now, enjoy! F.E.A.R. series coming up next!


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Why doesn't the calculator support 800 DPI conversions? It won't let me go from 0.09 @ 400 DPI to 800 DPI. Its saying the number is to high or to low even tho I know it will be 0.009543 based on doing the calculator in reverse. It wont even let me go from 0.010000 @ 400 DPI to 800 DPI.

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Was it not working in the first place? Or did I just have a huge brain fart because its working now lol. If its the first cheers. If its the second then woops.

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  • Wizard
4 minutes ago, Harrison Swinson said:

Was it not working in the first place? Or did I just have a huge brain fart because its working now lol. If its the first cheers. If its the second then woops.

I haven't done any changes, but sometimes the calculation doesn't fire from each keypress like it should, so when you enter the last digit it might be stuck at a the previous number. For instance 0.0 instead of 0.09. Execution will be improved in the next update :)

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Way different ADS FOV's  on test server now. Would you mind updating DPI Wizard?

 

Actually, it appears to be dependent on the new cameras. Static and Dynamic appear to change FOV's, but classic maintains the old values as far as im aware.

Edited by KandiVan
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Ok so FOV definitely changes on static camera. Its much more zoomed in. Any chance you could do a quick assessment wizard? 

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  • Wizard
2 minutes ago, KandiVan said:

Ok so FOV definitely changes on static camera. Its much more zoomed in. Any chance you could do a quick assessment wizard? 

Is it on live now, or just on test?

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2 minutes ago, DPI Wizard said:

Is it on live now, or just on test?

Just on test. It will be coming to live however. All i need is the ADS FOV at 67 VFOV in config or whatever the multiplier is to get the ADS FOV. Doesnt need to be integrated into calculator yet.

Edited by KandiVan
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Friendly reminder combat update is out on live servers now. Classic and static cameras have different FOV's as well as their ADS FOV's. Needs to be updated :)

Edited by KandiVan
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  • Wizard
3 hours ago, KandiVan said:

Friendly reminder combat update is out on live servers now. Classic and static cameras have different FOV's as well as their ADS FOV's. Needs to be updated :)

Did some testing now, and while it is a few degrees difference, I'm not sure it needs updating. 3rd person FOV is very different from 1st person in that depth (or distance if you will) also matters. The calculations are all based on the 1st person FOV's, where the view (almost) doesn't pivot.

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Just now, DPI Wizard said:

Did some testing now, and while it is a few degrees difference, I'm not sure it needs updating. 3rd person FOV is very different from 1st person in that depth (or distance if you will) also matters. The calculations are all based on the 1st person FOV's, where the view (almost) doesn't pivot.

Almost no one plays the game in first person. How much difference is first person and third person? The ADS FOV of static camera is much lower than the classic camera.

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  • Wizard
34 minutes ago, KandiVan said:

Almost no one plays the game in first person. How much difference is first person and third person? The ADS FOV of static camera is much lower than the classic camera.

I was testing with the wrong weapons! Tried with handgun and shotgun, where there's barely any difference, but with an AR the difference is huge indeed! Updating now :)

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On 2/9/2017 at 10:41 PM, DPI Wizard said:

Updated!

Thx for the update! Just a question when calculating viewspeed using a fov different from the default does it inlfuence only hipfire or also when ads and scoping?

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Are we 100% certain that vFOV for first and third person are the same? Im like 95% certain they're different. The feel isnt the same when viewspeed matched, I swear there is something we're missing. I will straight up pay someone 50 USD if they can figure this out for me. I think the scaling factor is around 1.09 (IE: 67 vFOV first person = 73.03 vFOV third person. but i need someone with a strong math background to actually calculate it for. 

Edited by KandiVan
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5 minutes ago, Drimzi said:

I'm sure DPI Wizard can recheck. I don't think it was a complicated task to calculate the fov, I think he said that he makes it take 10,000 counts to complete a 360 and then checks how many counts it takes to go to the screen edge, and then it was simple math after that.

Yea, like there has to be an FOV change here. Look at how much the environment changes from first person -> third person.  http://plays.tv/video/59b1a7799a1e60014e/fov-change

 

Nobody plays H1 in first person, everyone plays in third person. the FOV will change when you get close to walls and such inside buildings (decrease) as thats how the camera works, but I think just a third person FOV in the wide open with no constraints would be adequate. 

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  • Wizard

FOV in 1st person and 3rd person is the same, just double checked now. The only thing that happens when you swhich is that the camera moves back and forth. 

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1 hour ago, DPI Wizard said:

FOV in 1st person and 3rd person is the same, just double checked now. The only thing that happens when you swhich is that the camera moves back and forth. 

Thank you very much sir

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Realistically how accurate is the viewspeed option compared to other games like CSGO and Overwatch. I have been so hesitant to use this calculator anymore because even your CSGO to Overwatch calculations aren't correct. They (Blizzard) let people know to convert CSGO to Overwatch 1:1 was (CSGO sens/30)*100 which would give me 7.33 whereas your calculator using viewspeed has it at 7.04 which is wrong according to Blizzard. I know it is a different feel between 3D 1st person to 3D 3rd person but if a simple conversion isn't right on your calculator how can we be confident other games are right?

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  • Wizard
4 minutes ago, Harrison Swinson said:

They (Blizzard) let people know to convert CSGO to Overwatch 1:1 was (CSGO sens/30)*100 which would give me 7.33 whereas your calculator using viewspeed has it at 7.04 which is wrong according to Blizzard.

You will get 7.33 if you convert 360 distance. Viewspeed and monitor distance is more suited for ads and scope calculations, where 360 is useless. 

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