Some people say the sensitivity that moves the same distance on screen in and out of scope in tf2 is 0.833333333
People say zoom_sensitivity_ratio in tf2 and csgo are the same
Csgo players say the ratio should be 0.818933027098955175 : https://www.reddit.com/r/GlobalOffensive/comments/43urd4/why_0818933027098955175_is_the_best_zoom/
:thinking:
help pls
Some people say the sensitivity that moves the same distance on screen in and out of scope in tf2 is 0.833333333
People say zoom_sensitivity_ratio in tf2 and csgo are the same
Csgo players say the ratio should be 0.818933027098955175 : https://www.reddit.com/r/GlobalOffensive/comments/43urd4/why_0818933027098955175_is_the_best_zoom/
:thinking:
help pls
The scaling ratio is the same. The amount that the scopes zoom in is different. This results in different in/360 when zoomed in because the scoped FOV is different.
The scaling ratio is the same. The amount that the scopes zoom in is different. This results in different in/360 when zoomed in because the scoped FOV is different.
Because csgo awp's scope and tf2 sniper's scope has a different fov, the tf2 equivalent for that csgo setting is zoom_sensitivity_ratio 0.79347141318809238
Assuming fov_desired 90, because it's completely different values at other settings. Here's a pastebin of the different values for the different fov_desired settings.
Experimentally verified: http://www.teamfortress.tv/35467/on-the-correct-value-of-zoom-sensitivity-ratio
Keep in mind that it's not really that big of a deal and a "wrong" setting will only be off by a few pixels. The ideal is only really for the sake of getting it perfect, not that it really matters much. If you've been using 0.8333 or 0.8189 you're not going to suddenly see your aim change a ton and get better by using 0.7934.
Because csgo awp's scope and tf2 sniper's scope has a different fov, the tf2 equivalent for that csgo setting is zoom_sensitivity_ratio 0.79347141318809238
Assuming fov_desired 90, because it's completely different values at other settings. [url=http://pastebin.com/eRGyXRsc]Here[/url]'s a pastebin of the different values for the different fov_desired settings.
Experimentally verified: http://www.teamfortress.tv/35467/on-the-correct-value-of-zoom-sensitivity-ratio
Keep in mind that it's not really that big of a deal and a "wrong" setting will only be off by a few pixels. The ideal is only really for the sake of getting it perfect, not that it really matters much. If you've been using 0.8333 or 0.8189 you're not going to suddenly see your aim change a ton and get better by using 0.7934.
zoom_sensitivity_ratio .5 makes first awp scope same as tf2 scope
tf2 scope 20 fov
csgo first awp scope 40 fov I think
zoom_sensitivity_ratio .5 makes first awp scope same as tf2 scope
tf2 scope 20 fov
csgo first awp scope 40 fov I think
Hey, I have a question about the other way around.
I really like my tf2 sniping sensitivity and would like to have that in CSgo, anyone have any values?
Hey, I have a question about the other way around.
I really like my tf2 sniping sensitivity and would like to have that in CSgo, anyone have any values?
Hey I've done that but I would also like the scope sensitivity because the scopes are different, basically what ward3d wanted but the other way around
Hey I've done that but I would also like the scope sensitivity because the scopes are different, basically what ward3d wanted but the other way around
While it's bumped I did do some writing on this: https://github.com/JarateKing/jarconfig/blob/master/docs/zoom_sensitivity_ratio.md
It's the same conclusion (0.793471 is what you probably want) but explains some of the thought behind it.
106Hey I've done that but I would also like the scope sensitivity because the scopes are different, basically what ward3d wanted but the other way around
Yeah it wouldn't be too hard. Throw this into wolfram alpha:
(arctan(x*tan((20 * pi/180)/2) ) / arctan(x*tan((90 * pi/180)/2)))/(20/90) = 0.83333
And replace "0.83333" with your tf2 zoom sense. This should give you an x value, then throw this into wolfram alpha again:
(arctan(0.403109*tan((40 * pi/180)/2) ) / arctan(0.403109*tan((90 * pi/180)/2)))/(40/90)
Replacing the two "0.403109"s with the x value from before. The result should be the same zoom sens.
While it's bumped I did do some writing on this: https://github.com/JarateKing/jarconfig/blob/master/docs/zoom_sensitivity_ratio.md
It's the same conclusion (0.793471 is what you probably want) but explains some of the thought behind it.
[quote=106]Hey I've done that but I would also like the scope sensitivity because the scopes are different, basically what ward3d wanted but the other way around[/quote]
Yeah it wouldn't be too hard. Throw this into wolfram alpha:
[code](arctan(x*tan((20 * pi/180)/2) ) / arctan(x*tan((90 * pi/180)/2)))/(20/90) = 0.83333[/code]
And replace "0.83333" with your tf2 zoom sense. This should give you an x value, then throw this into wolfram alpha again:
[code](arctan(0.403109*tan((40 * pi/180)/2) ) / arctan(0.403109*tan((90 * pi/180)/2)))/(40/90)[/code]
Replacing the two "0.403109"s with the x value from before. The result should be the same zoom sens.
I've got some thoughts too,
The concept is fundamentally flawed. As anyone that's researched this knows.
The math doesn't work unless you ignore the distortion from projecting the fov (a curve) on to a flat monitor.
CS:GO has many different zoom ratios, this is an approximate value for 1 of them. The rest will be off.
A 1:1 ratio is not necessarily desirable if it was possible. There may be other considerations such as your targets are usually larger and appear to move faster while zoomed in.
these reddit posts made me rage back in the day:
the quoted zoom sens only applies when you move a distance of ZERO.
imagine calculating a value which is obviously too low to EIGHTEEN DECIMALS.
get back to reality lol, at least use a small distance or a formula or something Jesus Christ
What's the point in doing math just to get an asinine result.
I've got some thoughts too,
The concept is fundamentally flawed. As anyone that's researched this knows.
The math doesn't work unless you ignore the distortion from projecting the fov (a curve) on to a flat monitor.
CS:GO has many different zoom ratios, this is an approximate value for 1 of them. The rest will be off.
A 1:1 ratio is not necessarily desirable if it was possible. There may be other considerations such as your targets are usually larger and appear to move faster while zoomed in.
these reddit posts made me rage back in the day:
the quoted zoom sens only applies when you move a distance of ZERO.
imagine calculating a value which is obviously too low to EIGHTEEN DECIMALS.
get back to reality lol, at least use a small distance or a formula or something Jesus Christ
What's the point in doing math just to get an asinine result.