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KovaaK's FPS Aim Trainer


DPI Wizard

Added with full support for all sensitivity scales and FOV measurements!

Edited by DPI Wizard


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38 minutes ago, DPI Wizard said:

It's the sensitivity scale that's affected by FOV change, not the FOV style. What sensitivity scale did you use?

Same as fov Quake/Source
image.png.6c091a4ac6d455431b361ff8ed17f93e.png

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  • Wizard
3 minutes ago, Snowie said:

Same as fov Quake/Source
image.png.6c091a4ac6d455431b361ff8ed17f93e.png

Very strange, I'm getting completely different 360's with those settings if I change FOV from 100 to 50. I'm not sure what's going on here 😵

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I don't know if you have kovaaks at hand to check but with those settings 100 or 50 fov it legit feels like same cm/360. 

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  • Wizard
1 minute ago, Snowie said:

I don't know if you have kovaaks at hand to check but with those settings 100 or 50 fov it legit feels like same cm/360. 

Just checked it (with scripts), they are not even close here.

With 100 FOV it's 3310 counts/360, with 50 FOV it's 6005 counts.

image.png

Can you check the details of your .exe file and confirm that it is identical to this?

image.png

 

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  • Wizard
1 minute ago, Snowie said:

 looks like same date

It's the same indeed. I'll do some checks with Kovaaks on a couple of other computers to check if I get the same result. If I don't there's some setting on my main computer that causes this.

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17 hours ago, DPI Wizard said:

It was previously, not sure when it changed.

Using my sensitivity matcher script, I can verify in my game that my 1.2 Quake/Source sensitivity takes 13636.3636... counts to perform a 360 regardless of FOV and FOV scale.  The Apex Legends dropdown is the same path of code as Quake/Source.  What are you using to measure?

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  • Wizard
21 minutes ago, KovaaK said:

Using my sensitivity matcher script, I can verify in my game that my 1.2 Quake/Source sensitivity takes 13636.3636... counts to perform a 360 regardless of FOV and FOV scale.  The Apex Legends dropdown is the same path of code as Quake/Source.  What are you using to measure?

I'm using Logitech scripts. And doing some more testing I see that actually any sensitivity scale I test is affected by FOV now. Is something messed up in my installation? Can scenarios do this, or do I have some option enabled causing this? Here's a video using the script. For me it's only the expected 360 when Horz 16:9 is set to 90.

 

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  • Wizard

Tried on another computer now, and on that one the sensitivity is unaffected by FOV. So something on my main computer is causing this.

I've updated the calculations in the calculator to not be affected by FOV again, as the results I'm getting seem to be invalid.

Now to try and figure out the reason for this happening...

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Really strange.  Horizontal (16:9) also does not affect my sensitivity scalings here.  If you figure out what is causing it, let me know.

I can confidently say that I have disabled UE4's "Enable FOVScaling" option in the Project Settings of the game (which is how the engine normally handles sensitivity scaling as FOV changes).  Furthermore, none of my my sensitivity scales take the FOV setting as an input, although that does make my Paladins scale inaccurate. 

Side note: I've been meaning to remove/disable that one for a while due to the ambiguity of scaling sensitivity with FOV along with differing FOV scales and aspect ratios.  For example, if a user sets his FOV scale to clamped horizontal and 103 with Paladins sens, that's all well and good, but what if he uses Horizontal (4:3)?  Or what if he uses Vertical?  Should I be taking the FOV number he entered, or should I be determining the actual horizontal FOV and scaling by that?  I'd rather just... not have it be an option to avoid that confusion.

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  • Wizard
6 minutes ago, KovaaK said:

Really strange.  Horizontal (16:9) also does not affect my sensitivity scalings here.  If you figure out what is causing it, let me know.

I will! I have almost 400 games installed, do you think there's any chance UE4 for some reason might be affected by this? Like reading settings from some generic UE4 registry location or path?

6 minutes ago, KovaaK said:

Should I be taking the FOV number he entered, or should I be determining the actual horizontal FOV and scaling by that?  I'd rather just... not have it be an option to avoid that confusion.

That's a can of worms, I know all about it!

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2 minutes ago, DPI Wizard said:

I will! I have almost 400 games installed, do you think there's any chance UE4 for some reason might be affected by this? Like reading settings from some generic UE4 registry location or path?

I don't think FOVScaling is an option that is impacted by any of the configuration files for the game/engine - I believe it just gets baked into the project in some form.  If I discover anything to say otherwise, I'll let you know.

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  • Wizard
1 hour ago, KovaaK said:

 If you figure out what is causing it, let me know.

FYI, just tried creating a new Windows user profile on my main computer. And there FOV does not affect sensitivity using the same game installation. So hardware, drivers and game installation is not issue, there's something on my user account / local settings that must be causing this.

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  • Wizard

Is it possible to get a hold of 1.0.6 again? It seems like this happened when going from UE 4.19 to 4.21. Would be interesting to test if it's that or something I have installed/done between 1.0.6 and 1.0.7.

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3 minutes ago, DPI Wizard said:

Is it possible to get a hold of 1.0.6 again? It seems like this happened when going from UE 4.19 to 4.21. Would be interesting to test.

DM'd

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  • Wizard
On 3/4/2019 at 6:18 PM, KovaaK said:

I don't think FOVScaling is an option that is impacted by any of the configuration files for the game/engine - I believe it just gets baked into the project in some form.  If I discover anything to say otherwise, I'll let you know.

I found the cause! 

bEnableFOVScaling in %LOCALAPPDATA%\Unreal Engine\Engine\Config\UserInput.ini affects how the game behaves.

As I had bEnableFOVScaling set to True in this file it affected everything in the aim trainer.

Deleting the file or setting it to False solves the issue.

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1 hour ago, DPI Wizard said:

I found the cause! 

bEnableFOVScaling in %LOCALAPPDATA%\Unreal Engine\Engine\Config\UserInput.ini affects how the game behaves.

As I had bEnableFOVScaling set to True in this file it affected everything in the aim trainer.

Deleting the file or setting it to False solves the issue.

Huh.  I wonder if you can set that to false in other UE4 games to disable FOV Scaling... also I'm genuinely amazed that the game is reading from that folder.

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  • Wizard
2 hours ago, KovaaK said:

Huh.  I wonder if you can set that to false in other UE4 games to disable FOV Scaling... also I'm genuinely amazed that the game is reading from that folder.

It seems like it's looking for every imaginable UE4 file both in localappdata and the documents path:

image.png

image.png

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On 3/7/2019 at 9:31 AM, DPI Wizard said:

I found the cause! 

bEnableFOVScaling in %LOCALAPPDATA%\Unreal Engine\Engine\Config\UserInput.ini affects how the game behaves.

As I had bEnableFOVScaling set to True in this file it affected everything in the aim trainer.

Deleting the file or setting it to False solves the issue.

I had the same issue. I couldn't anything like "enableFOVScaling" but deleting the ini worked.

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I am attempting to convert my R6 sens to kovaaks with a 1:1 scale.  Here is my current setup:

Capture.thumb.PNG.708eb19dbd4eec77210f493b4adcb6a2.PNG

Here are my kovaaks settings:
745260565_Capture1.PNG.dd4299b378401061d12e1f634a9bc5b0.PNG

Im confused as to whether or not Kovaaks is running in 4:3 resolution with the Quake/Src preset. Should i be using the Hdeg 4:3 'FOV Type' for this conversion, then?

Edited by BlackBullet
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  • Wizard
5 hours ago, BlackBullet said:

Im confused as to whether or not Kovaaks is running in 4:3 resolution with the Quake/Src preset. Should i be using the Hdeg 4:3 'FOV Type' for this conversion, then?

The way you have done it works if your FOV in R6 is 73.74. It doesn't really matter which FOV Type you use as long as the Actual HFOV in the output matched. But it's easier to just vertical.

If your configured FOV in R6 is 90 however, it is wrong the way you've done it. Do it like this if so:

image.png

Note how the Actual VFOV of ADS in R6 is 81, and this value is used for Kovaak's with the FOV Measurement set to vertical.

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41 minutes ago, DPI Wizard said:

Note how the Actual VFOV of ADS in R6 is 81, and this value is used for Kovaak's with the FOV Measurement set to vertical.

So if my R6 FOV is 4:3 90, then how should i compensate for this in the calculation?

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  • Wizard
3 minutes ago, BlackBullet said:

So if my R6 FOV is 4:3 90, then how should i compensate for this in the calculation?

If you have the aspect ratio in R6 set to 4:3, then enter a 4:3 resolution. If the resolution is stretched you can only match either horizontal or vertical FOV with 16:9, not both.

To match horizontal do like this:

image.png

 

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6 hours ago, DPI Wizard said:

If you have the aspect ratio in R6 set to 4:3, then enter a 4:3 resolution. If the resolution is stretched you can only match either horizontal or vertical FOV with 16:9, not both.

Even if i run kovaaks on a 4:3 res, i can not get a 1:1 scale?

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