EJocys
2013-04-07, 05:14 AM
I have tested how much mouse points it would take for in-game character to turn 360 degrees with raw mouse input enabled and sensitivity set to 0. I've got ~27842 points. For mouse with 3200 DPI it will be equal to 8.7“ slide on the desk (27842/3200=8.7). Problem is that a lot of professional gamers use up to 12“ for 360 degree turn, but you can‘t have that in PlanetSide 2 by lowering mouse sensitivity, because it is already set to 0. Problem is even worse for any professional gaming mouse with higher DPI (all modern gaming mice support up to 8200 DPI). Basically, players, who prefer low sensitivity settings, can‘t use high DPI settings on their mouse.
Solution would be:
Remove minimum limits of in-game sensitivity.
Use same mouse sensitivity formula like proper FPS game series (Quake, Unreal, Doom, Counter Strike, Call of Duty, Black Ops, etc...) 17280 points = 360 degrees. 17280 is a perfect number with some meaning.
Show "Mouse DPI" drop down box when "raw mouse input" is enabled:
Mouse DPI: [Default] {800, 1000, 1200, 1600, 2400, 3200, 4000, 4800, 5600, 6400, 7200, 8000, 8200}
|-----V----------| [6.00"] per 360° *
* When non 'Default' is selected then slide bar shows inches (1" - 16") per 360 degrees instead of raw sensitivity value. Game can update settings file by using this simple formula:
sensitivity = 17280 / mouse_dpi / inches_per_360
It would be much more meaningful number to all players. Drop down box adds flexibility to pro gamers who owns gaming grade mouse while 'Default' value keeps settings simple for the rest.
Why it is important: In order to be better at FPS games, you must make sure that pointer/reticle speed is same in all games and Windows desktop, because it builds muscle memory better and allows more precise and faster aiming without conscious effort.
For example, this mouse profile is perfect for games mentioned above, because it maintains same pointer/reticle speed in Windows desktop and games:
Mouse DPI = 3200
In-Game Sensitivity = 0.5
Horizontal FOV = 80
360 Turn = 10.8"
Windows Pointer Speed = 2/10 (Sensitivity: 0.250)
On Full HD (1920x1080) monitor it gives perfectly smooth movement ratio: 2 mouse points = 1 screen pixel.
P.S.: Another issue is Vertical FOV which makes little sense for gamers, because most of the aiming is done horizontally.
Solution: Replace vertical FOV with Horizontal FOV inside in-game settings and do conversion inside the game engine (degrees):
vFov = 2 / PI * 180.0 * atan(tan(hFov * PI / 180.0 / 2) * ScreenH / ScreenW)
Solution would be:
Remove minimum limits of in-game sensitivity.
Use same mouse sensitivity formula like proper FPS game series (Quake, Unreal, Doom, Counter Strike, Call of Duty, Black Ops, etc...) 17280 points = 360 degrees. 17280 is a perfect number with some meaning.
Show "Mouse DPI" drop down box when "raw mouse input" is enabled:
Mouse DPI: [Default] {800, 1000, 1200, 1600, 2400, 3200, 4000, 4800, 5600, 6400, 7200, 8000, 8200}
|-----V----------| [6.00"] per 360° *
* When non 'Default' is selected then slide bar shows inches (1" - 16") per 360 degrees instead of raw sensitivity value. Game can update settings file by using this simple formula:
sensitivity = 17280 / mouse_dpi / inches_per_360
It would be much more meaningful number to all players. Drop down box adds flexibility to pro gamers who owns gaming grade mouse while 'Default' value keeps settings simple for the rest.
Why it is important: In order to be better at FPS games, you must make sure that pointer/reticle speed is same in all games and Windows desktop, because it builds muscle memory better and allows more precise and faster aiming without conscious effort.
For example, this mouse profile is perfect for games mentioned above, because it maintains same pointer/reticle speed in Windows desktop and games:
Mouse DPI = 3200
In-Game Sensitivity = 0.5
Horizontal FOV = 80
360 Turn = 10.8"
Windows Pointer Speed = 2/10 (Sensitivity: 0.250)
On Full HD (1920x1080) monitor it gives perfectly smooth movement ratio: 2 mouse points = 1 screen pixel.
P.S.: Another issue is Vertical FOV which makes little sense for gamers, because most of the aiming is done horizontally.
Solution: Replace vertical FOV with Horizontal FOV inside in-game settings and do conversion inside the game engine (degrees):
vFov = 2 / PI * 180.0 * atan(tan(hFov * PI / 180.0 / 2) * ScreenH / ScreenW)