perfect sensitivity v2

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animalchik
fala.q3's picture
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Re: perfect sensitivity v2

nope, the view angles in fov does not have even distance between them, thats why it is related to fov and circle length, flattering the pov makes the net of VA uneven

if we would looking at the pov like it would be a curve (part of the circle) then the distance between VA would have the same distance, but since we looking on the flattered circle the VA on the center have bigger density that those on the screen borders

the amount of VA is based on the circle length not the resolution, the calculation is connected to screen width to help determinate the minimal VA amount that will guaranties no pixel skipping, but in reality there is none connection between them

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Nag!Out
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Re: perfect sensitivity v2

zapodal bys opis w jezyku polski bo wagarowicze jak ja nie kapuja calosci Big grin

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rUnThEoN?!
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Re: perfect sensitivity v2

hm, not bad - but it doesn't change a damn thing for me Happy

anyways, why v2?

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epsiplayer
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Re: perfect sensitivity v2
rUnThEoN?! wrote:

anyways, why v2?

because in the past it was another post called "perfect sensitivity" and now it's v2 Tongue
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animalchik
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Re: perfect sensitivity v2

epsi failed on task, he is not so smart like i thought :} and can't put scripts in oo Happy so the calculator missing one feature witch would optimize the sensitivity even more than it is :}

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Re: perfect sensitivity v2

This works with all Microsoft Office releases. Thank you epsi <3 Kiss

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3M'darkangel
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Re: perfect sensitivity v2

yup...poor epsik i still remember that night when fala started to talk about all this...and epsik get involved on this :DDD was funny to watch Happy

dunno for me works all fine , and i think i found my sensitivity Happy just need to get used to it now and train it a bit and all will be O K Smug

thx fala and peps:)


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brb24hours's picture
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Re: perfect sensitivity v2

well.. I have done some calculations and found out that:

PP360 = width * 360 * cos(cg_fov/2) / cg_fov

and consequently

pixelwise m_yaw = cg_fov / ( width * cos(cg_fov/2) )

so we have for

cg_fov = 60 : PP360 = 5320.86, m_yaw = 0.06766
cg_fov = 90 : PP360 = 2896.31, m_yaw = 0.1243
cg_fov = 105: PP360 = 2137.27, m_yaw = 0.1684
cg_fov = 120: PP360 = 1536, m_yaw = 0.2344
______________________________

You can try it with these simple ruler maps (att) built for width = 1024. With right fov you will see the circular ruler with 2px pins and 6px spacers (8px total step). With right m_yaw you will have exactly 8 VA per ruler step. Try (8 * m_yaw) and you will get a whole step for single VA:

mapname fov60: cg_fov = 60, m_yaw = 0.5413 (Skull)
mapname fov90: cg_fov = 90, m_yaw = 0.9944 (Skull)
mapname fov105: cg_fov = 105, m_yaw = 1.3475 (Skull)
mapname fov120: cg_fov = 120, m_yaw = 1.875 (Skull)

Do not move, just turn around. (sensitivity = 1, in_mouse = 1)

edit: if you do a full turn, then your crosshair will not be centered against ruler pins because of non-integral amount of VA per turn. Reload map or turn back if that happened.

epsiplayer
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Re: perfect sensitivity v2

well actualy i have a xls that is working Tongue with that task but you didnt wanted to release in xls so ppl are converting into xls Tongue just to open it

so in a way it means that the feature is not present cause you wanted it to be in open format which noone has it installed Tongue so i didnt failed anything .. u failed it cause it works on xls but wanted to use openoffice that has bugs ^_^
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animalchik
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Re: perfect sensitivity v2

i think the world own u one Happy

till now i have used this formula:

R = ( pi * W ) / ( I * tan[ F / 2 ] )
 
where
W = screen resolution width
I = real sensitivity (distance per 360 turn)
F = horizontal fov
 
R = mouse resolution required

this is injx formula (a guy from ESReality)

let me triple check i think i have messed something up

@epsi, stfu u nab, how i cloud know everyone use pirate ms office... :}

yeah it seems injx was wrong about

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