So i decided to play about with some numbers and nerd out on the topic of sensitivity and fov..
I landed on some weird ideas, for example two different types of more general quantative sensitivity, which are constant irrespective of your fov. (so are usefull in making decent zoom sensitivities / FOV changes / DPI changes)
http://pastebin.com/m51596b3c
so to get your desired sensitivity value, you take your A/FOV value and multiply by your fov and divide by your DPI.
OR
simply divide A by your DPI
This depends on what you want to have your sensitivity based
around, however i reccomend using the same A/FOV value for any change in FOV (such as zooms, or moving to CS or something)
lolcs
Please highlight any errors/asumptions i may have made, this was just a train of though i went a bit nuts with..
and if you can give me a way of pasting the tables/etc without ruining the formatting, that would be great
I landed on some weird ideas, for example two different types of more general quantative sensitivity, which are constant irrespective of your fov. (so are usefull in making decent zoom sensitivities / FOV changes / DPI changes)
http://pastebin.com/m51596b3c
so to get your desired sensitivity value, you take your A/FOV value and multiply by your fov and divide by your DPI.
OR
simply divide A by your DPI
This depends on what you want to have your sensitivity based
around, however i reccomend using the same A/FOV value for any change in FOV (such as zooms, or moving to CS or something)
lolcs
Please highlight any errors/asumptions i may have made, this was just a train of though i went a bit nuts with..
and if you can give me a way of pasting the tables/etc without ruining the formatting, that would be great
Mon | Tue | Wed | Thu | Fri | Sat | Sun |
1 | 2 | 3 | 4 | |||
5 | 6 | 7 | 8 | 9 | 10 | 11 |
12 | 13 | 14 | 15 | 16 | 17 | 18 |
19 | 20 | 21 | 22 | 23 | 24 | 25 |
26 | 27 | 28 | 29 | 30 | 31 |
Edited by Fatola at 12:53 CST, 13 January 2010 - 2824 Hits
when changing dpi there is only one correct way in which to adjust your setup so that it remains the same overall - see here.
however when changing fov, there is more than one method by which you can take it into account (if you want to at all). see here.
since there's more than one way to factor in fov, it's more useful to keep the fov dependence as a separate issue, and let players decide which method they like the best (if any).
your 'absolute sens' measure isn't fully valid, since it only takes into account sens and dpi - there are many other variables which affect the 'real sens' and 'real accel' as i call them (click).
p.s.
some of your descriptions are wrong ("proportional to distance on the screen" being the worst offender). also the crosshair doesnt "move across the screen" like a 2D pointer does. it's more correct to think of the world *rotating* around the player, from the player's frame of reference.