Jump to content

Gray Zone Warfare

Use the config file for best accuracy.
Read more...

World of Shooting

See the game notes for instructions on how to disable smoothing.
Read more...

Robin Hood - Sherwood Builders

See the game notes for instructions on how to reduce smoothing.
Read more...

Gas Station Simulator

See the game notes for instructions on how to disable smoothing.
Read more...

Mortal Shell

See the game notes for instructions on how to disable smoothing.
Read more...

Splitgate: Arena Warfare


DPI Wizard
Added with horizontal/vertical sensitivity and three zoom calculations.

User Feedback

Recommended Comments



Played this game today im pretty sure the sens isn't matching anymore

Someone was talking about  " convert your sens from <game> to Quake Champions, and then the Quake sens * 2.05 on 103 FOV will be your Splitgate sens.  "

but can you just update the settings?

Link to comment
1 hour ago, itslokii said:

Played this game today im pretty sure the sens isn't matching anymore

Someone was talking about  " convert your sens from <game> to Quake Champions, and then the Quake sens * 2.05 on 103 FOV will be your Splitgate sens.  "

but can you just update the settings?

If it is now Quake sens * 2.05 , you can simply multiply the mouse-sensitivity result by 100.

The calculator is currently at Quake sens * 0.0205, I'm assuming the exact number is 0.022/(29997/32000 * 103/90).

edit: Nevermind. Ingame value is 100 times higher than config file value. If the devs say its source * 2.05 at 103 fov specifically, then the mouse-sensitivity calculator is correct.

Edited by Drimzi
Link to comment
  • Wizard
2 hours ago, throwawayapex said:

is it normal for the horizontal/vertical to be different?

Unreal Engine 4 defaults to horizontal being 70% of vertical, so unless the game developers take this into account it will be the case. Most games based on UE4 either have their own X and Y sensitivity or a dedicated Y multiplier to account for this. If they have neither they are either locked to 70% or 100%.

Link to comment
On 5/6/2019 at 8:19 PM, DPI Wizard said:

Unreal Engine 4 defaults to horizontal being 70% of vertical, so unless the game developers take this into account it will be the case. Most games based on UE4 either have their own X and Y sensitivity or a dedicated Y multiplier to account for this. If they have neither they are either locked to 70% or 100%.

UT4 use 100% hor, 100% ver indeed, right? Also what about UT2004 and UT3?

Edited by Dribbler
Link to comment
  • Wizard
37 minutes ago, eXecut1on said:

Does the cm/360 change depending on FOV or is that a mistake in the calculator?

It does. But Unreal Engine 4 has had some issues lately, it reads generic UE4 files and applies some of the config from them.

Check if you have a file called UserInput.ini under the folder %LOCALAPPDATA%\Unreal Engine\Engine\Config.

If you do, try to delete it and see if it changes the FOV behavior.

Link to comment
  • Wizard
1 hour ago, Buds said:

Heyy !

Splitgate sensivity/fov etc.. Is up to date guy?

Thanks !

Yes :)

19 minutes ago, Dribbler said:

UT4 use 100% hor, 100% ver indeed, right? Also what about UT2004 and UT3?

UT4 was 100/70, but in the latest version (4.21) it defaults to 100/100 instead. Calculator is updated to reflect this. The others are 100/100

Link to comment
3 hours ago, DPI Wizard said:

Yes :)

UT4 was 100/70, but in the latest version (4.21) it defaults to 100/100 instead. Calculator is updated to reflect this. The others are 100/100

Thanks for clarifying!;)

Link to comment

Hello

So 1.00 Zoom sensitivity is 100% monitor distance on a 16/9 screen ? 

Edited by brolikz
Link to comment

I see that in the calculator, the horizontal and vertical sensitivity is the same now when finding my hipfire sensitivity. In the beta vertical sensitivity was higher then horizontal when finding my sensitivity. Did the devs address that topic of horizontal was 70% of vertical?

Link to comment
  • Wizard
11 minutes ago, Tiko said:

Did the devs address that topic of horizontal was 70% of vertical?

Yes, the (almost) latest update of the Unreal Engine (4.21) made the default 1:1 instead of 1:0.7 :)

Link to comment

When I input sensitivity to get 25cm/360 the multiplier is listed as .88, shouldn't it be 1.00 for 1:1? Sorry, I'm a total pleb.

Link to comment
  • Wizard
On 5/25/2019 at 4:59 AM, immaKulateGG said:

When I input sensitivity to get 25cm/360 the multiplier is listed as .88, shouldn't it be 1.00 for 1:1? Sorry, I'm a total pleb.

Your conversion settings are probably set to MDH 0%.

On 5/26/2019 at 6:27 AM, p0sey said:

how does the ads sens work in this game ? any way to get it to 0% mm ?

Yes, just do the calculation :)

Link to comment

Here's the updated logos & stuff for the game btw, as I see it's all much older stuff

 

Splash-Season01.thumb.png.5abe568ac96d8f5c91a6130341156d8a.png5c2fe67298a2b652456d6e23_splitgate_logo-dropshadow-p-2000.png

Edited by AverytheFurry
Link to comment
  • Wizard
On 3/1/2020 at 6:48 AM, AverytheFurry said:

Just thought I would post this here, FOV can go to 120 if you edit the config file

Updated the game now, also fixed an issue with FOV and sensitivity on ultrawide monitor.

Link to comment
On 3/8/2020 at 6:27 AM, DPI Wizard said:

Updated the game now, also fixed an issue with FOV and sensitivity on ultrawide monitor.

Does this affect 4:3 stretched (on 16:9 monitor)?

Edited by AverytheFurry
Link to comment

Hey, I'm just curious why the scoped sens is so different on 1440x1080 stretched compared to normal, since the normal sens stays the same?

 

 

 

Capture2.thumb.PNG.eae0f4332ef3b31e979ac4b503794029.PNG

Capture.PNG

Link to comment
  • Wizard
1 hour ago, AverytheFurry said:

Hey, I'm just curious why the scoped sens is so different on 1440x1080 stretched compared to normal, since the normal sens stays the same?

The normal sense is based on 360 distance, which does not change when you change aspect ratio. The scoped sensitivity is matched using MDV 0% or something, which is a FOV based match, and the FOV changes a lot when you go from 4:3 to 16:9. PS, the correct way of doing custom aspect ratio is to enter your native resolution, then select the appropriate AR from the dropdown.

image.png

The calculator needs to know both the real aspect ratio of the monitor and the custom aspect ratio used.

Link to comment
On 3/9/2020 at 2:10 PM, DPI Wizard said:

The normal sense is based on 360 distance, which does not change when you change aspect ratio. The scoped sensitivity is matched using MDV 0% or something, which is a FOV based match, and the FOV changes a lot when you go from 4:3 to 16:9. PS, the correct way of doing custom aspect ratio is to enter your native resolution, then select the appropriate AR from the dropdown.

image.png

The calculator needs to know both the real aspect ratio of the monitor and the custom aspect ratio used.

I have a 1920x1080 monitor, but I have it set in the nvidia settings to be 1440x1080 stretched (rather than just in the game settings) - would this change anything?

Link to comment



Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

×
×
  • Create New...