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Tribes: Ascend


DPI Wizard

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Tribes Ascend added now!

Hey, thanks for adding it. Problem is, the sens calculation is incorrect. I have my sens measured out to about 27.3 cm without the calculator already using Mouse Sensitivity Exporter, but the calculation provided by your page is at least 5-7cm lower. (Don’t have measuring tape on me.) Tried out your calculator’s suggestion and it came out WAY TOO FAST. Any chance you could take a second look at it? My sens is as follows:

Quake Live (same as TF2 on your page as far as i know): 1.902426

PS2: .1206

Tribes Ascend (rough equivalence to the two above through trial and error with Mouse Sensitivity Exporter): 5.7480

Thanks.

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  • Wizard

 

Hey, thanks for adding it. Problem is, the sens calculation is incorrect. I have my sens measured out to about 27.3 cm without the calculator already using Mouse Sensitivity Exporter, but the calculation provided by your page is at least 5-7cm lower. (Don’t have measuring tape on me.) Tried out your calculator’s suggestion and it came out WAY TOO FAST. Any chance you could take a second look at it? My sens is as follows:

Quake Live (same as TF2 on your page as far as i know): 1.902426

PS2: .1206

Tribes Ascend (rough equivalence to the two above through trial and error with Mouse Sensitivity Exporter): 5.7480

Thanks.

 

Hey, thanks for the feedback, I’ll look into it. Tribes has some very weird calculations/bugs making the sensitivity a little unpredictable due to random packet drops.

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  • Wizard

 

Hey, thanks for adding it. Problem is, the sens calculation is incorrect. I have my sens measured out to about 27.3 cm without the calculator already using Mouse Sensitivity Exporter, but the calculation provided by your page is at least 5-7cm lower. (Don’t have measuring tape on me.) Tried out your calculator’s suggestion and it came out WAY TOO FAST. Any chance you could take a second look at it? My sens is as follows:

Quake Live (same as TF2 on your page as far as i know): 1.902426

PS2: .1206

Tribes Ascend (rough equivalence to the two above through trial and error with Mouse Sensitivity Exporter): 5.7480

Thanks.

 

I’ve looked at it now, what you are experiencing is actually unavoidable positive acceleration. The calculations are correct, but when the game gets more than 100 reports / second it starts accelerating the movement quite a lot, up to 30-40% it seems. If you move your mouse extremly slowly you should see that the calculations are correct. I’m not sure if moving this slowly is possible though, I’m doing the testing through scripts. Anyway, I’m thinking of adding an accelerated value or checkbox to the calculator as well, but I must look a bit closer on how to implement this, as acceleration is not consistent.

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Guest JigglyWiggly

Posted

this is wrong tho

13.8cm/360 is 13-13.3 ingame

not 16.0697

800 dpi

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  • Wizard

this is wrong tho

13.8cm/360 is 13-13.3 ingame

not 16.0697

800 dpi

I’ll check it out, but remember that Tribes has unavoidable acceleration, which is probably why your measurements don’t match the calculations.

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Hey DPI Wizard.

 

I'm currently trying to figure out how Tribes:Ascend (or the Unreal Engine 3) calculates mouse sensitivity. I was hoping you would be doing the calculations in javascript but unfortunately you do it server side :'(

Anyway, by googling I found pretty much everything I needed but I'm kinda baffled by the fact that the results from this site and my very own calculations are off by a small margin.

 

My formula for calculating inches/360 would look like this (pseudo code):

360 / int(DPI * Sens * FOV * 0.01111) * 0.00549316540360483

 

Considering 6.25 in-game sensitivity with a fov of 120, my formula gives:

17.480923979727944 inches

 

While this site says:

17.4763 inches

 

Who is wrong here? I would really appreciate if you could explain how you calculate it.

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  • Wizard

Hi! I just tried your formula, and the results are very close to the calculator indeed! The correct formula is however a lot simpler :) All formulas are pulled from a database and calculated serverside as you figured out.

 

Unreal 3 games are pretty much all the same, but some are not affected by FOV, and some, like BioShock Infinite, are completely different.

I will make an explanation of some common formulas (like the well known Source engine one and Unreal 3) in an article later, but as an answer to you, the Unreal 3 forumla is simply:

Distance (inches) = ((65536/SENS)*(DFOV/FOV))/DPI

 

DFOV = Default FOV (usually 90).

 

Hope this helps :)

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  • Wizard

I will make an article explaining some of the concepts at a later point :)

Some formulas like the Source engine ones are well known, (360/(SENS*0.022))/DPI, but a lot of the others I have to reverse-engineer. Some are very complicated and literally takes days to get right and perfect!

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Yes, this helped.

 

65536 makes sense ofc. I instead just multiplied by the unreal constant ""UnrRotToDeg"" (360/65536).

 

Consider this code snippets from the Tribes:Ascend Dev-builds PlayerInput class tho:

 

function AdjustMouseSensitivity(float FOVScale)

{

// Apply mouse sensitivity.

aMouseX *= MouseSensitivity * FOVScale;

aMouseY *= MouseSensitivity * FOVScale;

}

 

And in the function ""event PlayerInput"":

 

if ( bEnableFOVScaling )

{

FOVScale = GetFOVAngle() * 0.01111; // 0.01111 = 1 / 90.0

}

else

{

FOVScale = 1.0;

}

 

 

I'm somewhat bad at math, but don't you think the following formula is more correct, considering the code snippets?

 

Distance (inches) = 65536 / int(DPI * Sens * FOV * 0.01111)

 

The conversion to int, and hence rounding down, is important here because the UnrealRotation is an integer value.

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