Maintaining identical sensitivity between games

Componentgirl90

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Jan 9, 2015
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I would like to make the actual sensitivity between FPS games the same. e.g. Rust and Battlefield 1. Is there a reliable way to do this?

Example: I have a mouse dpi setting. I have an in game sensitivity I like in Rust. I want the mouse to move in the same way in Battlefield 1, to have the same true sensitivity. I have no idea which setting in Battlefield 1 would give the same true sensitivity.

 
Solution
James Mason already explained why your idea won't work. You might be able to do it by moving the mouse between two fixed objects on your desk, you just have to be careful not to rotate the mouse as you move it side-to-side. And both games have to use Euler angles for screen camera orientation (most shooters and RPGs use simplified Euler angles - altitude and azimuth).

For non-Euler angle games (ones which allow you to rotate freely past the the "top" and "bottom" like 3D maze games - basically flight sim controls), deviations in camera's the vertical orientation can change the horizontal angle traversed relative to the starting orientation. Like how 1 degree longitude is a different distance depending on if you're at the equator or...
Unfortunately there's no way to do this. There's another variable here that's not under your control - viewport width. It's basically the field of view of the camera in the game. There's no standard for it so some games go with a wide camera, others with a narrower camera.

The narrower the view, the more sensitive the mouse will feel. It's like how when you're looking through binoculars or a scope on a gun, the view is much more sensitive to vibrations in your hand. You just have to tweak the sensitivity in each game til they're about the same.

Hopefully this problem will be "solved" as VR becomes more prevalent. In VR, the viewport has to match the physical field of view of the goggles. Otherwise it can cause nausea and dizziness.
 
Thanks for your quick reply.

Is Field of View the same thing as viewport width? Because you can tweak that ofcourse?

Since I posted I have been looking for solutions and found one and have also come up with an idea which it would be interesting to hear your opinion on.

I was wondering if you could run two games at once on two monitors and somehow have it so mouse input is going into both games at once. Then level the mouse and set the y sensitivity to zero (e.g. in Razer synapse). Then do a number of 360s, adjusting the sensitivity on the game you want to be like another game. Do this until the same mouse movement brings you back to the same spot on both screens. Would there be any problems with that method? I think there might be some issues with doing this for the y axis though, depending on how far you can look up and down.

I also looked at a website http://www.mouse-sensitivity.com/ but I have some doubts about the site although I am not entirely sure. I tried looking at how to convert Rust 1080p to Rust 1440p and it said to keep sensitivity the same (while maintaining the same dpi). Isn't that wrong? I thought you would need to increase sensitivity by 4/3 (1440/1080). I might be doing it wrong and being unfair to them.

 


You can't do that.
The mouse can only effect the "active window". And there can only be 1 active window at a time.
 
James Mason already explained why your idea won't work. You might be able to do it by moving the mouse between two fixed objects on your desk, you just have to be careful not to rotate the mouse as you move it side-to-side. And both games have to use Euler angles for screen camera orientation (most shooters and RPGs use simplified Euler angles - altitude and azimuth).

For non-Euler angle games (ones which allow you to rotate freely past the the "top" and "bottom" like 3D maze games - basically flight sim controls), deviations in camera's the vertical orientation can change the horizontal angle traversed relative to the starting orientation. Like how 1 degree longitude is a different distance depending on if you're at the equator or near the North Pole. So in those you'd also have to make sure you move the mouse perfectly horizontally - there's no vertical component to the mouse movement.


Nope, the site is right (at least for the 3D graphics programming I've done). The viewport width is resolution-agnostic. It's an angular width, so works in terms of degrees, not pixels. The conversion to pixels happens further down the processing chain. That's why your mouse sensitivity doesn't change when you change the game resolution, unlike desktop mouse sensitivity which *does* work based on pixels and thus resolution.

I was a bit hesitant to call it "field of view" in my first post because that implies the viewport is a linear distance. The correct term is "angle of view", but most people aren't familiar with that. They are familiar with "field of view" which is almost the same thing (Field of view = (angular view) * (viewing distance) to arrive at a linear width.)
 
Solution
new method: I came across someone on some website or other who basically did it by choosing a sensitivity he liked and noting the angle moved (he guessed this approximately) when moving from one side of the mouse mat to the other. (just to be clear, this is the same as what I meant by saying same mouse movement) Then he moved to another game and tried to get the same angle moved. Its not going to be exact but its obv much better than not doing it at all.

@Solandri - I am assuming if I try making the sensitivity the same between the two games then setting y sensitivity to zero (while trying to make the sensitivity the same) in razer synapse is going to help not hinder this. I was wondering if in the second case ("non-Euler"), it would matter that much if you didnt get it perfectly horizontal? I mean you might get a different sensitivity but that might be acceptable or does it really make that much of a difference?