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Vigor

The sensitivity slider is not accurate, expect some discrepancy. Use the config file for best accuracy.
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MULLET MADJACK

The config file might use either comma (,) or period (.) as the decimal separator depending on your locale settings.
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Combat Champions

All aims use the same sensitivity setting, choose the sensitivity for the aim you prefer to be matched.
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Ghost of Tsushima DIRECTOR'S CUT

The sensitivity and FOV changes depending on certain actions and where you are (indoor etc). The calculations are for the view when you move around outdoor.
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Russian Fishing 4

See the game notes for instructions on how to disable smoothing.
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The Outer Worlds


DPI Wizard
Use config file sensitivity for best accuracy.

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  • Wizard
3 minutes ago, hoodfury said:

Well, the

MouseSensitivityValue=0.042861

doesn't give me 360, it gives me somewhere 270 degrees for 45.1781 cm

Does the 360 distance change if you change FOV? It should, but there's a bug in Unreal Engine 4 that makes it sometimes don't.

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  • Wizard

The bug is that UE4 reads some generic file.

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 sensitivity behavior in the game.

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21 minutes ago, hoodfury said:

Well, the

MouseSensitivityValue=0.042861

doesn't give me 360, it gives me somewhere 270 degrees for 45.1781 cm

Same with me, sensitivity advised by caculator makes aroun 270' not 360'.

15 minutes ago, DPI Wizard said:

The bug is that UE4 reads some generic file.

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 sensitivity behavior in the game.

NoUserInput.ini file in my unreal engine folder : (

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  • Wizard
33 minutes ago, hoodfury said:

Well, the

MouseSensitivityValue=0.042861

doesn't give me 360, it gives me somewhere 270 degrees for 45.1781 cm

 

11 minutes ago, lizakk said:

Same with me, sensitivity advised by caculator makes aroun 270' not 360'.

For both of you, Epic or Windows Store version? And if you change FOV does the 360 distance change? Should be easy to check if you set it from 75 to 110 for instance.

I just verified that the calculations are correct for Steam.

11 minutes ago, lizakk said:

NoUserInput.ini file in my unreal engine folder : (

Do you have any files/folders there at all?

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14 minutes ago, DPI Wizard said:

 

For both of you, Epic or Windows Store version? And if you change FOV does the 360 distance change? Should be easy to check if you set it from 75 to 110 for instance.

I just verified that the calculations are correct for Steam.

Do you have any files/folders there at all?

Windows Store version

Yes the 360 ingame distance changes with FOV changing.

Inside this folder i have 3 folders named 4.11, 4.16, 4.21 inside those are anothers folders and finnaly "manifest" file.

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  • Wizard
1 minute ago, lizakk said:

Inside this folder i have 3 folders named 4.11, 4.16, 4.21 inside those are anothers folders and finnaly "manifest" file.

That's the wrong folder, it's "Unreal Engine" with a space. But if distance changes with FOV then it's not the bug. Seems like I might have to check the Windows Store version as well...

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  • Wizard

Checked Windows Store version now, and it's exactly the same. It's all tied to the base Unreal Engine 4 sensitivity, so not really surprising. I'm not sure why you guys get a different result, but if you could try Kovaak's sensitivity matcher and see if it produces a 360 spin that would be great.

Use the DPI and distance from your calculation and enter into the matcher. Then go in-game an execute the program.

image.png

 

I have no doubt the calculations are correct though, as they are perfectly in line with every other Unreal Engine 4 game.

 

 

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Well i did it and i dont know what to say but the spin with this program is right.

I  converted form apex legends to outter worlds and i see that this spin is right but it just feels off.

thanks anyway, sorry for problem.

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A heads up: For people using the Game Pass version of the game, the config file location is:

%LOCALAPPDATA%\Packages\PrivateDivision.TheOuterWorldsWindows10_hv3d7yfbgr2rp\LocalCache\Local\Indiana\Saved\Config\WindowsNoEditor\

 

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  • Wizard
3 minutes ago, PressingForward said:

A heads up: For people using the Game Pass version of the game, the config file location is:

%LOCALAPPDATA%\Packages\PrivateDivision.TheOuterWorldsWindows10_hv3d7yfbgr2rp\LocalCache\Local\Indiana\Saved\Config\WindowsNoEditor\

 

The last part after Windows10 (hv3d7yfbgr2rp) is a unique string for your system. Either way I'm pretty sure this is only a temporary file. I've got both versions now (Epic and Game Pass), and the file isn't currently there.

But when I launched the Game Pass version the first time (after first have been using Epic) it had all the settings from Epic, so it should be reading from the same file %LOCALAPPDATA%\Indiana\Saved\Config\WindowsNoEditor\GameUserSettings.ini as far as I can tell.

Do you have this file?

Alternatively maybe the game first checks for %LOCALAPPDATA%\Indiana\Saved\Config\WindowsNoEditor\GameUserSettings.ini, and if it doesn't exist it creates a file in the inaccessible part of the filesystem that Windows Store is so keen on using, then makes a shadowcopy in LOCALAPPDATA. I'll check some more!

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Just now, DPI Wizard said:

The last part after Windows10 (hv3d7yfbgr2rp) is a unique string for your system. Either way I'm pretty sure this is only a temporary file. I've got both versions now (Epic and Game Pass), and the file isn't currently there.

But when I launched the Game Pass version the first time (after first have been using Epic) it had all the settings from Epic, so it should be reading from the same file %LOCALAPPDATA%\Indiana\Saved\Config\WindowsNoEditor\GameUserSettings.ini as far as I can tell.

Do you have this file?

Alternatively maybe the game first checks for %LOCALAPPDATA%\Indiana\Saved\Config\WindowsNoEditor\GameUserSettings.ini, and if it doesn't exist it creates a file in the inaccessible part of the filesystem that Windows Store is so keen on using, then makes a shadowcopy in LOCALAPPDATA. I'll check some more!

I've taken this exact location from https://www.pcgamingwiki.com/wiki/The_Outer_Worlds, the string does not seem to be unique as it works perfectly on my end. The location listed in the converter didn't work for me, don't even have a %LOCALAPPDATA%\Indiana folder.

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  • Wizard
4 minutes ago, PressingForward said:

I've taken this exact location from https://www.pcgamingwiki.com/wiki/The_Outer_Worlds, the string does not seem to be unique as it works perfectly on my end. The location listed in the converter didn't work for me, don't even have a %LOCALAPPDATA%\Indiana folder.

I just checked now, and it's as I suspected. The game first checks for %LOCALAPPDATA%\Indiana\Saved\Config\WindowsNoEditor\, and if it doesn't exist it created the %LOCALAPPDATA%\Packages\PrivateDivision.TheOuterWorldsWindows10_hv3d7yfbgr2rp\LocalCache\Local\Indiana\Saved\Config\WindowsNoEditor\ folder.

Probably no one else have both versions, so it's indeed either the one or the other for most people. I'll update the path!

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the sens is too slow for me for some reason.

ms store, 36 cm/360°, 1040 dpi, fov 120, MouseSensitivityValue=0.018319

but i need more like ~0.021 sens to get that distance.

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  • Wizard
1 minute ago, stereo3D said:

the sens is too slow for me for some reason.

ms store, 36 cm/360°, 1040 dpi, fov 120, MouseSensitivityValue=0.018319

but i need more like ~0.021 sens to get that distance.

Are you testing with physical movement or script/kovaak's matcher? Or all of the above?

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  • Wizard
20 hours ago, hoodfury said:

Well, the

MouseSensitivityValue=0.042861

doesn't give me 360, it gives me somewhere 270 degrees for 45.1781 cm

 

19 hours ago, lizakk said:

Same with me, sensitivity advised by caculator makes aroun 270' not 360'.

 

29 minutes ago, stereo3D said:

the sens is too slow for me for some reason.

ms store, 36 cm/360°, 1040 dpi, fov 120, MouseSensitivityValue=0.018319

but i need more like ~0.021 sens to get that distance.

Found the issue now, the game has big issues with report rates.

  • At 1000 Hz it undershoots
  • At 500 Hz it overshoots
  • At 125 or 250 Hz it seems to be spot on

So try with 250 Hz if you're not getting the calculated distance.

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yes, i also just realized it's the same problem that i have in gears 4 and 5.

when i alt tab out and change polling rate to 250 hz in the logitech gaming software, the sens becomes a bit faster and if i then change it back to 1000 hz it will be incredibly slow.

so basically the same polling rate results in a different sens depending on whether i start the game with that polling rate or switch to it while the game is running.

 

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  • Wizard

It's very strange in this case, cause it's not at all an issue when scripting movement. 1000 Hz or 1 Hz makes no difference, it's 100% accurate either way. But when the reports come from the mouse it's all over the place.

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I changed form 1000 Hz to 250 and differnece is so clear. Can i keep it at 250? Does it make a difference in other games like Apex legends?

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  • Wizard
1 minute ago, lizakk said:

I changed form 1000 Hz to 250 and differnece is so clear. Can i keep it at 250? Does it make a difference in other games like Apex legends?

1000 Hz is usually preferable because it will send more data to the game resulting in a smoother movement. If your mouse driver supports it, make a dedicated profile for Outer Worlds with 250 Hz.

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This is from mouse smoothing. Deep rock galactic had the same exact issue until the devs added a toggle to options from my bug report. I believe the config entry to fix remove it is:

[Engine.PlayerInput]
bEnableMouseSmoothing=false

In Input.ini

Possibly also 

bViewAccelerationEnabled=false

but I don't know if it actually does anything or not.

Edited by Skwuruhl
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  • Wizard
1 minute ago, Skwuruhl said:

This is from mouse smoothing. 

The weird thing is that it's impossible to provoke using scripts or mouse emulators as far as I have tested. Smoothing is usually very easy to both test and visually see. And the fact that it overshoots with 500 Hz and undershoots with 1000 Hz while 125 and 250 is correct is also very strange.

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2 hours ago, DPI Wizard said:

The weird thing is that it's impossible to provoke using scripts or mouse emulators as far as I have tested. Smoothing is usually very easy to both test and visually see. And the fact that it overshoots with 500 Hz and undershoots with 1000 Hz while 125 and 250 is correct is also very strange.

Back when I was testing it in deep rock galactic I was able to somewhat reproduce it with the following AHK script:

#NoEnv
#MaxHotkeysPerInterval 99000000
#HotkeyInterval 99000000
#KeyHistory 0
ListLines Off
Process, Priority, , H
SetBatchLines, -1
SetKeyDelay, -1, -1
SetMouseDelay, -1
SetDefaultMouseSpeed, 0
SetWinDelay, -1
SetControlDelay, -1
SendMode Input
SetWorkingDir %A_ScriptDir%

pixels := 30 * 800 / 2.54
steps := 1000
pixels := Round(pixels)
stepSize := Round(pixels / steps)
steps := Ceil(pixels / stepSize) - 1
lastStep := pixels - steps * stepSize

End::
	t := 0
	while t < steps {
		t++
		DllCall("mouse_event", "UInt", 0x0001, "UInt", stepSize, "UInt", 0)
		DllCall("Sleep", UInt, 1)
	}
	DllCall("mouse_event", "UInt", 0x0001, "UInt", lastStep, "UInt", 0)
	KeyWait, End
Return

Numpad0::
	DllCall("mouse_event", "UInt", 0x0001, "UInt", pixels, "UInt", 0)
	KeyWait, Numpad0
Return

Numpad2::
	DllCall("mouse_event", "UInt", 0x0001, "UInt", 0, "UInt", pixels)
	KeyWait, Numpad2
Return

NumpadAdd::
	pixels++
	DllCall("mouse_event", "UInt", 0x0001, "UInt", pixels, "UInt", 0)
	KeyWait, NumpadAdd
Return

NumpadSub::
	pixels--
	DllCall("mouse_event", "UInt", 0x0001, "UInt", pixels, "UInt", 0)
	KeyWait, NumpadSub
Return

NumpadEnter::
	MsgBox, %pixels%
	KeyWait NumpadEnter
Return

Home::Reload
	

pixels is the number of steps to turn to the right, steps is how many "chunks" you want the turn divided into. So in this case it divides the turn into 1000 steps. End to run the script.
DllCall("Sleep", UInt, 1) is more accurate that AHK's default sleep and is able to get closer to 1ms delay so it simulates high polling rate mice better.

Edited by Skwuruhl
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On 26/10/2019 at 23:53, Skwuruhl said:

 


[Engine.PlayerInput]
bEnableMouseSmoothing=false
bViewAccelerationEnabled=false

In Input.ini

With the Xbox Game Pass version of the game these 3 lines inside the input.ini seemed to fix it for me. It certainly got better at least. If i get some trouble later on i'll change the polling rate to 250.

Regarding Polling Rate. It's the amount of times per second the mouse updates the position. Lower Polling Rate = more choppy mouse movement.

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