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Star Wars Battlefront 2


DPI Wizard

Updated with hipfire and zoomed sensitivity for the release version.

Edited by DPI Wizard


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14 hours ago, DPI Wizard said:

Yeah, that's the biggest drawback of using very high DPI. Some games do have a separate cursor sensitivity, but most do not.

Scale is to be left at 100% if you want all scopes to have the same relative scaling yes. 0% coefficient is typically the best place to start, and try higher values if it feels too slow.

Thanks. Good to know. I actually went on a bit of a rampage today reading on the whole 0% coefficient discussion from some of the earlier threads on this forum. While it was interesting, felt like I was going down a rabbit hole of what's better lol.

On one side, you have 0% which essentially would translates to scaling based on zoom magnification (zoom 2x and move back 2x dist video was cool). And on the other side, I can maybe see the argument on the other side, or even those that want to keep all the cm/360 same for all zooms, as essentially they want to not let a sudden zoom-in cause an adjustment in their movement.

More interestingly, I like how when I searched for "MDV 0% ADS" and only results came back relevant are all from this site lol

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9 hours ago, j2daf6891 said:

Thanks. Good to know. I actually went on a bit of a rampage today reading on the whole 0% coefficient discussion from some of the earlier threads on this forum. While it was interesting, felt like I was going down a rabbit hole of what's better lol.

On one side, you have 0% which essentially would translates to scaling based on zoom magnification (zoom 2x and move back 2x dist video was cool). And on the other side, I can maybe see the argument on the other side, or even those that want to keep all the cm/360 same for all zooms, as essentially they want to not let a sudden zoom-in cause an adjustment in their movement.

More interestingly, I like how when I searched for "MDV 0% ADS" and only results came back relevant are all from this site lol

the concept behind 0% matching has multiple names 

ranging from focal-length , visuomotor 

(apex uses it by default , siege added it lately after being petitioned to do so for about a year 

call of duty used this as its default for a decent amount of time before switching to 1.333 /133%mdv (you can still set it to 0.0000 and get 0%mdh/mdv)

 

a complication with 0% would be matching your desktop to your in game sense which in theory sounds great but doesn't seem to work for many when using 0% 

most tend to prefer matching desktop to hipfire using 100%mdh paired with a 0% ads /scope .

 

in the end it boils down to preference ,although 0% for ads and scopes would be the ideal as long as your base sens is reasonable to begin with 

one of the reason many players tend to struggle the most when trying to adapt to this  would be their hipfire sitting at 50/60 cm making any zoom excruciatingly slow.

 

(there is the i use the same 360 distance for everything fraction that adamantly defends using the same 360 on all zoom levels but event those knuckleheads usually end up understanding that that method of theirs isn't smart after some time )

feel free to  front me on this part i used to be one of those for some time  when i first started using the calculator and forums 

 

----------------------------------------------------------------------

as an example for what i described earlier this is my desktop to hipfire 

https://www.mouse-sensitivity.com/?share=24fed31c01dc0757db926740699edb19

as well as game to game conversion 

https://www.mouse-sensitivity.com/?share=6217765b9c82630651754b37bd693fa6

i only really have to replace the bottom game ( on the game to game )once i have done the first one 

 

i try to match the hipfire fov image.png.833a5a09cfbbe40afba3cb5ed28b0592.pngwhen possible

(this one is in game 90 in apex legends , the games scale is a bit messed up )

since that really helps with the whole mobility and movement aspect when having the same 360 distance on hip fire 

i mostly use 0% for the uniformity across all zoom levels  (really no going back once you are used to it )

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Edited by fortunate reee
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48 minutes ago, fortunate reee said:

the concept behind 0% matching has multiple names 

ranging from focal-length , visuomotor 

(apex uses it by default , siege added it lately after being petitioned to do so for about a year 

call of duty used this as its default for a decent amount of time before switching to 1.333 /133%mdv (you can still set it to 0.0000 and get 0%mdh/mdv)

 

a complication with 0% would be matching your desktop to your in game sense which in theory sounds great but doesn't seem to work for many when using 0% 

most tend to prefer matching desktop to hipfire using 100%mdh paired with a 0% ads /scope .

 

in the end it boils down to preference ,although 0% for ads and scopes would be the ideal as long as your base sens is reasonable to begin with 

one of the reason many players tend to struggle the most when trying to adapt to this  would be their hipfire sitting at 50/60 cm making any zoom excruciatingly slow.

 

(there is the i use the same 360 distance for everything fraction that adamantly defends using the same 360 on all zoom levels but event those knuckleheads usually end up understanding that that method of theirs isn't smart after some time )

feel free to  front me on this part i used to be one of those for some time  when i first started using the calculator and forums 

 

----------------------------------------------------------------------

as an example for what i described earlier this is my desktop to hipfire 

https://www.mouse-sensitivity.com/?share=24fed31c01dc0757db926740699edb19

as well as game to game conversion 

https://www.mouse-sensitivity.com/?share=6217765b9c82630651754b37bd693fa6

i only really have to replace the bottom game ( on the game to game )once i have done the first one 

 

i try to match the hipfire fov image.png.833a5a09cfbbe40afba3cb5ed28b0592.pngwhen possible

(this one is in game 90 in apex legends , the games scale is a bit messed up )

since that really helps with the whole mobility and movement aspect when having the same 360 distance on hip fire 

i mostly use 0% for the uniformity across all zoom levels  (really no going back once you are used to it )

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Haha nothing to front here. I am still very new at this but does find this whole topic pretty fascinating. Feels like I am uncovering so many "illusions" from distance and perception that I never paid attention to before. And I think you do make some really good points.

I feel like the 0% is like "working hard to be lazy" (maybe not the best expression). Will be excruciating to develop for many but, the goal is so you can develop a muscle memory that fits everything, while making the monitor distance adjustment can make your current game comfortable, but you will have to go through more instances of adjusting to new games. I don't snipe that much so I haven't really experienced the difficulty, so 0% has been not too bad for me. 

One other thing however, with games like BF2 (and many more) where the different Scope don't scare correctly, it kinda defeats the purpose of that accuracy of scaling you try to achieve with 0%? So here's my question, when you are facing that sort of inconsistency and you use two of the scopes equally frequent, setting your ads sense based on one of the scope, essentially means you are applying some MDV % to the other one. So lets say if by using the ADS sense I got from the "Gun" calculation in BF2, and that's about the same as if you applied about 35% of MDV to the Rifle Scope, would it be better just bump up to a more common % people use, maybe like 50? Or just leave as it is so your Gun Scope is accurate but your Rifle Scope is off? Let me know if I am overthinking this haha

 

 

73 is also what I am currently setting as my uniform FOV since it felt pretty good in BF2.

Thanks for sharing your calc! Will have give desktop match a try. I am currently matching it to my mousepad lol!

 

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On 10/4/2017 at 7:34 PM, DPI Wizard said:

I'm not exactly sure what happens, but when I send counts to do a 360, it ends up at a different spot every time. Kind of like acceleration, but it's all over the place.

Even if I just send one small packet of for instance 10 counts, it moves a different distance every time also. So it's quite obviously major issues with how the mouse input is interpreted. 

I can see that this problem still persists? I'm using Kovaak's Sensitivity Matcher and getting exactly what you were describing :( I don't understand why one should even bother about sens in this game if it's that buggy. I guess I'd rather play it using a controller.

Edited by mwayy
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Is there anyway to know whats is the third person view FOV? I set 1.34 in the config file, to match 106 HFOV from csgo, but it only works for the first person view, when i go to third person, i feel my mouse  too slow, and i can clearly see the game "zooming out", setting a higher FOV.  I would like to know what FOV is it so i can calculate the correct sens for the third person, keeping the same mouse feeling as csgo. 

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  • Wizard
2 hours ago, Walton said:

Is there anyway to know whats is the third person view FOV? I set 1.34 in the config file, to match 106 HFOV from csgo, but it only works for the first person view, when i go to third person, i feel my mouse  too slow, and i can clearly see the game "zooming out", setting a higher FOV.  I would like to know what FOV is it so i can calculate the correct sens for the third person, keeping the same mouse feeling as csgo. 

The FOV stays the same. The camera moves back and up, it doesn't zoom.

 

swbf2fov.gif

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Is there any configuration it could be wrong in my game? My game seems to be alteringto a lower fov in first person view.

 

Took those screenshots (i can post more if needed), with same crossair placement  and FOV:

 

starwarsbattlefrontii_2021_03_12_08_13_26_858.jpg

starwarsbattlefrontii_2021_03_12_08_13_30_734.jpg

Edited by Walton
my english
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  • Wizard
5 minutes ago, Walton said:

Is there any configuration it could be wrong in my game? My game seems to be alteringto a lower fov in first person view.

It's just that the camera moves back, so when you compare them you have to move forward so the camera is in the same position.

This might give the impression of an increased FOV.

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