Every time I think about buying a FPS, I have to second guess myself because I don’t know if it will support my sensitivity. Even if it does, it is often a pain in the butt to find the sensitivity when it’s a new game. I just want to play a FPS at release and know day 1 that my sens is supported and what setting is that sensitivity. Like it would be one thing if like the old sens settings in like Quake or CS didn’t work with modern high DPIs; but they work fine. And if you didn’t like the decimals they normalize when using high DPIs you could use multiples of it and it would still be very easy to figure out. Is there something with different engines that makes this impossible? That they can’t have the same m yaw as other games on other engines?
I just memorized my cm/360 and use that in every game. Just takes a few minutes to work out. Some of the other settings are a bit harder to fiddle with.
i mean, most games don’t have a way for you to convert cm/360 to their sensitivity…
FoV affects perception of sens and that also varies between games
Use a ruler on your mousepad when you go into practice mode and just do a 360 once. It’s really consistent for me and only takes a few minutes.
a lot of games don’t even have a practice mode. I’m not specifically complaining about OW; it is industry wide and seems completely unnecessary and just a giant pain in the butt for gamers. A ruler also isn’t big enough for my low sens. I would need a large tape measure; there is also a margin for error would it would be easy to be off by a quarter of an inch of half an inch when manually measuring. Then the problem is a lot of games might not support that sens. They might not go that low or the intervals when that low might be too far apart, where there is nothing close to the sens I’m used to. Like Gunfire Reborn’s sens 2 is 3 or 4 inches too low for me and sens 3 is 3 or 4 inches too high for me. Well, I just bought a game that doesn’t support my sens because game developers can’t implement a simple system for gamers to get their desired game sens.
Nothing you can do about it. each game has different FoV and rotations speed.
The most consistent way is to do 360 in the game and judge how far you move the mouse using a ruler. At least that’s how I do it to get it to an approximate amount.
FoV has nothing to do with it; in fps you’re basically in a sphere; fov is how much of the sphere you see at a given time; sensitivity is how much you move the sphere per count of movement from your mouse. it’s simply base mous yaw and pitch that isn’t universal and it really should be. If someone is 180 degrees behind me I want to move my mouse the same distance between games and if the mouse is has the same pitch and yaw; it will require the same distance regardless of FoV. Same goes for someone that is 90 degrees to your right or 45 degrees to your left.
I know that the sensitivity has to do with the yaw-pitch-roll speed. But the FoV affects your perceptions, which is something to consider as well.
It would be a lot easier to consider the effects of FOV if developers were consistent with yaw,pitch, and roll speed; which I am asking for why there isn’t one and instead I’m getting people giving suggestions for how to change sens. I am not new to FPS; I know how to adjust sens; and it’s a terrible experience that should be eliminated if possible.
I can totally relate. I mean switching between different FPS games is a bit annoying. This is especially when switching between western and eastern fps games >_<
Unless there’s a standard created, it’s less likely to happen. This is why aim sensitivity converter are a thing.
Also, Eastern developer likes to tie all their timing to FPS, whereas Western developer make use of delta timing and recalculate the new displacement of models in the game world.
fov only effects your sens in some games suprisingly. OW isnt one of em o.o
Google “kovaak sensitivity matcher” and download it. Its a program that lets you input your current game’s sensitivity settings (Overwatch is in there, under dropdown next to “Select preset yaw”), and then allows you to go in game and press a button combination to do a full 360 turn (look under “instructions” button, its Alt + Backspace on mine). Note that if the hotkey isn’t working, you might have to change the game to windowed/non-full screen mode.
The idea is you go to a wall with an easy to recognize marking, and then press the spin hotkey and see where you end up. If your sensitivity perfectly matches what you entered (overwatch for instance), your character will stop perfectly where you started. If its not, you will end up turning too far, or not enough. Just tweak the sensitivity until you match perfectly. Note that some games do not give enough granularity to match perfectly. It also has a 22 turn hotkey which will make you sick to look at it, but the idea is that you might have an extremely slight deviation that only shows up on multiple spins. This will help you to perfectly match other games to your Overwatch sensitivity, or vice versa.
you just use the sensitivity calculators that’ll convert for you. like 4 in overwatch is 1.2 in source (apex, csgo, teamfortress2 ect)
but knowing the cm per 360 helps alot if theyre isnt one, cuz sometimes people will make calc’s to tell you the cm per 360 just for that game alone
Perception is still a large part of it. I for one prefer hand tuning all my scope sensitivities for each magnification/character.
this mainly only works with games that have been out awhile. Like if you play a game at launch; chances are they will not yet be in any of the sensivity calculator databases. At least not their free ones
i mean thats true, but it doenst effect the cm per 360. and ive never really noticed a problem honestly
honestly most games have calcs within the first few days. but you can honestly just guess based on how it feels and get close enough then fix it later.
aslong as its close enough the muscle memory will kick in and be useful. downside is that there arnt alot of hitscan fps’s out there anymore.
most are ads focused like apex or cod. so a 1:1 translation isnt as helpful
And like in Quake or Source I use 0.5; but in OW that translate to something between 1.66 or 1.67. I don’t get why were need so many different systems.
its because there all based on different engines.
like we know for instance that cs/tf2 and apex all share the same sens, and its because they all use the source engine. but various other games create there own engine and as a result the sens system is very different
if i remember correctly, at the launch of overwatch im not even sure if we had a single decimial point for sens option. it was either one dec or none, then they added two a few months in.
some games will even evolve them like ow did for the playerbase