Added with horizontal/vertical sensitivity and three zoom calculations.
itslokii 1 Posted April 12, 2019 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? Gasufie 1 Link to comment
Drimzi 305 Posted April 12, 2019 (edited) 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 April 12, 2019 by Drimzi Link to comment
throwawayapex 0 Posted May 6, 2019 is it normal for the horizontal/vertical to be different? Link to comment
Wizard DPI Wizard 3,867 Posted May 6, 2019 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
Buds 0 Posted May 24, 2019 Heyy ! Splitgate sensivity/fov etc.. Is up to date guy? Thanks ! Link to comment
eXecut1on 0 Posted May 24, 2019 Does the cm/360 change depending on FOV or is that a mistake in the calculator? Link to comment
Dribbler 5 Posted May 24, 2019 (edited) 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 May 24, 2019 by Dribbler Link to comment
Wizard DPI Wizard 3,867 Posted May 24, 2019 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 DPI Wizard 3,867 Posted May 24, 2019 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
Dribbler 5 Posted May 24, 2019 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
brolikz 0 Posted May 24, 2019 (edited) Hello So 1.00 Zoom sensitivity is 100% monitor distance on a 16/9 screen ? Edited May 24, 2019 by brolikz Link to comment
Wizard DPI Wizard 3,867 Posted May 24, 2019 Wizard Just now, brolikz said: Hello so, 1.00 Zoom sensitivity is 100% monitor distance on a 16/9 screen ? Correct. brolikz 1 Link to comment
brolikz 0 Posted May 24, 2019 il y a 2 minutes, DPI Wizard a dit : Correct. Thanks man Link to comment
Tiko 2 Posted May 25, 2019 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 DPI Wizard 3,867 Posted May 25, 2019 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
immaKulateGG 0 Posted May 25, 2019 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
p0sey 0 Posted May 26, 2019 how does the ads sens work in this game ? any way to get it to 0% mm ? Link to comment
Wizard DPI Wizard 3,867 Posted May 29, 2019 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
AverytheFurry 0 Posted March 1, 2020 Just thought I would post this here, FOV can go to 120 if you edit the config file Link to comment
AverytheFurry 0 Posted March 1, 2020 (edited) Here's the updated logos & stuff for the game btw, as I see it's all much older stuff Edited March 1, 2020 by AverytheFurry Link to comment
Wizard DPI Wizard 3,867 Posted March 8, 2020 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. AverytheFurry 1 Link to comment
AverytheFurry 0 Posted March 9, 2020 (edited) 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 March 9, 2020 by AverytheFurry Link to comment
AverytheFurry 0 Posted March 9, 2020 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? Link to comment
Wizard DPI Wizard 3,867 Posted March 9, 2020 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. The calculator needs to know both the real aspect ratio of the monitor and the custom aspect ratio used. Link to comment
AverytheFurry 0 Posted March 12, 2020 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. 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
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