A Guide to Gear and Settings.
This is the first draft, and it's written as a script since I'm considering making videos out of it (no promises). This guide is meant to be applicable to all FPS games.
I need proof-readers and fact-checkers (especially when it comes to the math, because I pulled most of the equations out of my ass and I tend to make mistakes). Also, suggest things to add.
Gear and Settings
Hi guys, Cat here. I have a new computer now, so I’m gonna get back to gaming. Not gonna play competitively due to my routing issues to Frankfurt, but still.
Anyway, this time I wanted to talk to you about some important things that should help you with your gameplay. I wanna start off by talking about gear and then I’m gonna talk about in-game settings like sensitivity and some stuff about controls.
There are a lot of misconceptions about gear. Lots of people say gimmicky stuff like “good players will still be good even with crappy gear”.
These people have no idea what they’re talking about. I’m considered by plenty of people to be a good player. Not pro level by any means, but certainly competitive level, though lots of people would argue that I’m not good in any game mode that matters, but still.
I’ve actually tried playing with crappy gear, in friends’ houses and whatnot. For that matter, I used to own crappy gear. It never ended well. Sure, I might still be better than crappy players with crappy gear, but I’d get absolutely crushed by anyone with even a moderate amount of skill.
So, since gear is in fact important, what that means is that you’re probably gonna have to spend some money. Luckily for me I don’t really have any expensive hobbies apart from gaming, so my money tends to accumulate to the point where I can afford to buy a bunch of crap all at once, but since not everyone is as lucky as me it might be that you’re gonna have to prioritize.
So, in other words, the most important stuff is what you’re gonna have to buy first.
Table of Contents
The most important piece of gear
Last edited by Cat; 01-31-2013 at 05:30 PM.
The most important piece of gear
So what is the number one important thing you need? The one thing you need to buy before anything else? I’m gonna tell you. Are you ready? Here it is: the most important thing to buy is… A DESK!
Bet you weren’t expecting that.
But yes, you really need a good desk. A crappy office desk won’t do since you won’t be able to fit both your mousepad and keyboard on it and still play at a comfortable sensitivity. So if you don’t have a good desk, shut down this video and go to IKEA and buy one. Like, right now. Seriously. A decent office chair might be a good investment as well.
The second most important thing is hard to rank, but it’s a close contest between mouse and mouse pad. Whichever you buy first should depend on the quality of whatever you have right now. If the skates on your mouse are worn out, go get a new mouse. If the skates are fine, go get a pad first.
Anyway, I’m gonna start out with talking about the mouse. There is one thing you wanna keep in mind before anything else, and that is the quality of the sensor. If you have a mouse in mind, type the following things in Google: mouse name jitter, mouse name malfunction speed and mouse lift-off distance. If it has jitter, don’t buy it. If it has a low malfunction speed, and for reference, the best mice have one of around four meters per second, don’t buy it. If it has a lift-off distance of above two millimeters, don’t buy it. Also make sure that it has no built-in acceleration or prediction that can’t be turned off, since those things will just mess with your muscle memory.
Rule of thumb is that if it’s a laser mouse it’s probably gonna suck. Optical mice are generally a lot higher quality and just as precise while lasers are generally marketed to people who think the Star Wars prequels are better than the originals.
If those are fine, you can go on to check some other features. Reading people’s opinions on a site like esreality is a good idea, because those people are the hardest of hardcore gamers and tend to have enough technical skills to know what they’re talking about.
There’s a lot of things to keep in mind here. One obvious thing is the shape of the mouse, which will influence things like how you grip the mouse. The winning shape seems to be the classic WMO shape, so try to go for a mouse like that. Ambidextrous and ergonomic designs should both be fine.
Second, either two side buttons, or none. I personally can’t play without the side buttons since I completely rely on them for weapon switching. If you don’t, get one without them since they can get in the way depending on how you grip the mouse. Also, they increase the weight. If the mouse has more extra buttons than that, like that stupid Cyborg RAT, then it’s a gimmick mouse, probably a laser with over 9000DPI and you can safely ignore it, since it was basically made for the people who like pretty lights and shiny things and not gamers.
A DPI switch can be good for games like Battlefield 3, since that game has different sensitivities for things like tanks and turrets, so just messing with the in-game sensitivity might not be enough to get them all to feel the same. Otherwise it’s not necessary.
Lastly, you might wanna get some after-market mouse skates for it, unless it already comes with pure Teflon skates. Hyperglides are the best you can buy. Perfect Glide HD’s by PureTrak would be a good option, except for the fact that they have sharp edges and thus scrape your mouse pad, so yeah, don’t get them.
I have a Razer DeathAdder, and while it’s a great mouse it has one major issue. It gets dirty…
No, that’s actually not the real issue. The real issue is that IT WEIGHS A FRIGGIN’ TON!
Now, you might be wondering why this would be an issue. The reason is simple. More weight equals less control. The more weight an object has, the more momentum it has and also the more friction it has. Some people will say more friction equals more control, but no.
Any ease gained in simply stopping the mouse with the help of friction is instantly lost with the increased force required to do so, and either way you’ll require more force both to get the mouse to start moving and to change directions, which means you’ll have a harder time making small, accurate movements. In other words, worse control. For weight, you’ll probably wanna shoot for a mouse weighing around 80 grams or less. The DeathAdder weighs twice that.
Currently the best mouse on the market seems to be the Zowie FK. Indeed, Zowie mice currently seem to smash most of the competition. I am personally gonna wait for the Ninox Aurora and buy that to replace my DeathAdder.
For the hell of it, here's mathematical proof that lighter mice are superior (for the unbelievers):
μ is the coefficient of friction, Fr is resultant force, Ff force of friction, Fn normal force, dv/dt acceleration.
For μ we'll use the coefficient of teflon on teflon, which is around 0.04.
For m we'll use a Deathadder (148E-3 kg) and a Zowie FK (85E-3 kg).
For DA: Fn = 148E-3*9.81 = 1.45 N.
For FK: Fn = 85E-3*9.81 = 0.83 N.
For DA: Ff = 0.04*Fn = 0.0851 N
For FK: Ff = 0.04*Fn = 0.0334 N
So, to start with you need almost twice as much force to make the Deathadder start moving than you need for the FK.
To make the mice accelerate to 1 m/s in 0.1 seconds (let's say you wanna make a flickrail).
DA: Fr + Ff = 148E-3 * 1/0.1 + Ff = 1.54 N
FK : Fr + Ff = 85E-3 * 1/0.1 + Ff = 0.883 N
The same, almost twice the force required for the same acceleration. But you also need to stop the mouse when it reaches the target.
From 1 m/s to a standstill in 0.1s, that's the same acceleration only in reverse.
DA: Fr - Ff = 148E-3 * 1/0.1 - Ff = 1.42 N
FK: Fr - Ff = 85E-3 * 1/0.1 - Ff = 0.817 N
Still the exact same factor. You still require almost twice the amount of force from your hand to stop the mouse. That means the extra friction given from a heavy mouse does not help you stop the mouse. Some people think more friction (or weight) gives more control. Simple mathematics is enough to prove them wrong. Lower weight gives you both better glide AND better control.
Last edited by Cat; 05-17-2013 at 05:24 PM.
There’s first one big choice you have to make that will heavily influence how difficult it will be to find a top-quality mousepad: Hard-surface, or cloth?
It’s very difficult to go wrong with a hard-surface pad. QPAD seems to currently make the best ones, and they consistently deliver pads that are of comparable size to the larger cloth pads, and you do want your mousepad to be large (40cm wide), or else you will be limited in what sensitivities you can use. But a SteelSeries will be fine too.
The problem with hard pads, and make no mistake, this applies to ALL of them, is that they will wear out your mouse skates rather quickly. You might counteract this by buying some kind of silicate spray (yes, that's a real product) or anti-friction liquid (that one can be used with cloth pads as well, but if you do then ONLY put it on the skates. If you put it on the pad the cloth will absorb it and ruin the pad), which will be a lot cheaper than constantly buying new skates.
Or you can buy a cloth pad. The major advantage cloth has is ease of transportation. You can just roll them up. But do yourself a favor and don’t roll them up too tightly or you’ll deform them.
The major problem with cloth pads is that it’s incredibly difficult to find ones with comparable glide to hard surface pads. You can’t simply go by popularity on this one, and asking people will not help you as much as you might hope for the simple reason that most people quite frankly have no clue what they’re talking about. Materials science is not an easy subject.
When I first switched from my QPAD HeatoN to a SteelSeries QcK Heavy the sheer drop in quality I experienced was astounding. It was so horrible that I immediately went and ordered a Razer Goliathus, only to find that it was pretty much the exact same as the QcK Heavy, and these are the two most popular cloth pads. Note that I had pretty much ruined the surface of my HeatoN by being an idiot and scrubbing it clean with a brush while cleaning it, and it was still blatantly superior. Of course, if you’ve never owned anything better than the QcK or the Goliathus I doubt you’d notice, but you wouldn’t notice how much worse a 60Hz LCD screen is in comparison to a 160Hz CRT if you’ve never owned anything better than a 60Hz LCD either.
The problem with the pads I mentioned is the control. They give you trouble both in switching direction and with the starting motion. It’s basically a feeling of inertia, like something is resisting the motion.
Fortunately there are a few cloth pads with quality comparable to the hard-surface ones. Just a few.
While I haven’t tried it myself, people who have used the PureTrak Talent say it is just as good as the pads I’m about to mention. The first cloth pad I used that was as good as my QPAD was the Zowie G-TF SpawN. There’s a “speed edition” too, but good luck getting that one to lie flat on the desk. Anyway, the SpawN is great and also easy to clean since it doesn’t absorb any liquids, however, it does have a problem. The rolled up edges can chafe your wrists. I got a blister after the first couple of days I used it.
The other option you have is to import from a small Japanese company called Artisan. They are a group of materials science engineers working together with pro-gamers who specialize in cloth-pads. I made a short review of the Artisan Hayate, so you can tell the glide is ridiculously good.
The most popular Artisan pads are the Shiden-Kai, the Hien and the Hayate. Luckily, Artisan themselves have a nice comparison chart, made with their knowledge of materials science, giving each pad a relative rating in categories such as “speed of initial motion”, “smoothness” “horizontal/vertical glide” and “stopping”. They also hilariously have a category called “Upgradability from QcK”.
The problem with Artisan pads is that they're not made to last. The Hayate's glide will probably start deteriorating after 3 months. Also, some of their pads, like the Raiden, don't work with all mouse sensors, which sadly includes the best ones.
Do note that they seem to have translated their whole site to English with Google Translate, so it can be a bit hard to navigate. Some of their pads are available on Amazon if you’re worried about importing.
There’s one last important thing about mousepads that I wanna cover before moving on, and that is maintenance and cleaning. I like to keep my gear covered in bubble wrap when I’m not using it, but no matter what you do your mouspad will start accumulating dust, dirt and sweat, and the glide will worsen as a result, so eventually you’ll wanna clean it unless you feel like buying a new pad.
There are two cardinal rules that you must never, ever break.
Rule number one: Never, ever use hot water on a cloth pad. They usually contain some kind of rubberized material, and hot water WILL deform it. Use only lukewarm water. Hell, while you’re at it, only use lukewarm water on hard pads too, just in case.
Rule number two: Never use any kind of rough brush. Either use your hands or a soft sponge. Anything rough will ruin the texture, which will worsen the glide.
You could probably get away with just chucking the pad into a washing machine, as long as you make sure to set it to max 30 degrees Celsius and whatever setting is for fine or sensitive materials. If you wanna do it by hand you should have no trouble washing it with soap, though your mouse might smell like perfume afterwards.
This about covers it for mousepads.
Last edited by Cat; 05-17-2013 at 05:11 PM.
Currently there are only two gaming monitors on the market worth considering, but I’ll still go over the basics just to make this video future-proof.
The first thing you wanna prioritize when buying a monitor is refresh rate. Now, some people will tell you that a higher refresh rate doesn’t really matter. They’ll say something along the lines that the human eye can only see 24 frames per second or some similar claim.
These people are idiots.
First of all, 24 frames per second is the average speed required for something to stop looking like a bunch of still images and start looking like actual motion. It’s not some arbitrary cutoff for what the human eye can see. Jet pilots have been able to distinguish individual frames at speeds up to 300 frames per second. I play at 144Hz and I can still tell individual frames apart if things on the screen are moving fast enough. And even if this weren’t the case you can still “feel” the difference. Your mouse movements and aim will simply “feel” smoother, and improve consequently.
The trick movie makers use to make their movies look smooth is that they use massive amounts of motion blur, and motion blur is horrible for gaming, since it will simply make it take longer for you to distinguish enemies when you’re moving around, and consequently lower your reaction speed. There’s a trick you can use in combination with Nvidia cards and 3DVision 2 monitors to enable something called “Lightboost” in-game, which causes the backlight to strobe and eliminates all motion blur. It’s quite an amazing trick, but it’s not supported by Nvidia normally. I do not use it because when I did my computer would slow down to a crawl whenever I’d exit a game due to a whole core becoming dedicated to processing hardware interrupts, but I’m hoping Nvidia will make this a standard feature eventually.
Anyway, enough about refresh rate.
The second most important thing you need to consider when buying a monitor is input lag. The concept of input lag is simple: how long does it take for something to happen on your screen after you click with your mouse? If it’s above 5ms the monitor probably wasn’t meant for gaming. The best ones have less than 1 or 2 milliseconds.
Anyway, if you’re watching this video in early 2013 you can ignore all that stuff, because as I told you before, there are currently only two monitors on the market worth considering if you want one specifically for gaming. The BenQ XL2411T 24’’ monitor, and the ASUS VG278HE 27’’ monitor. Both of them are 144Hz 1080p monitors. The difference is that the BenQ has 1ms input lag to the 2ms of the ASUS, though that can vary depending on what screen settings you use. The lowest input lag should be with native resolution and 144Hz.
Also, the ASUS is bigger and costs about twice as much. I got the ASUS for no other reason than that it was bigger. Bigger screen means bigger targets means easier to hit. If you feel any differently than me about that, get the BenQ, since it’s basically superior in every other way.
And that’s basically all you need to know. It might be worth considering that gaming monitors won’t have the best image quality since better panels quite simply have a helluva lot more input lag, to the point where you can actually see that it takes time for your inputs to register on screen. Anyone who has ever played Smash Brothers or Guitar Hero on a plasma TV will know what I’m talking about. But as a hardcore gamer image quality shouldn’t really be your priority. And anyway, to me it already looks great.
Moving on, the next most important thing is your headphones. Luckily there are a ton of audiophiles out there who can help you pick a good one. Not so luckily, I am not what you’d call an expert here. The most important thing for a gamer is positional audio. You want to know exactly where footsteps or gunshots are coming from.
I notice that in tourneys pro-gamers use plugs rather than headphones or headsets. I don’t know whether they give you better positional audio. It’s a pretty sure bet that listening to music will be better on actual headphones than on plugs, though, but plugs are cheap and you probably already have a pair that came with your cellphone. Try them out and see.
One thing to keep in mind is to never buy a “surround sound” headset. It’s just a gimmick. Try out any stereo headset or headphones and listen to the “virtual barbershop” sound clip, either on the official site or on youtube. You’ll immediately see why surround sound headsets are just a gimmick.
I don’t have much more to say about headphones other than “have them”. Not having them is almost as bad as playing without any sound whatsoever. Bad players occasionally accuse players with headphones of wallhacking. That’s how much of a difference they make.
Test whether your headset is outputting positional audio correctly: http://www.qsound.com/demos/virtualbarbershop_long.htm
Note that there may be some tricks you can use to improve positional audio. Refer to this topic for more detail: http://forums.overclockers.com.au/sh...d.php?t=844394
If you have an ASUS Xonar sound card, check this out: http://brainbit.wordpress.com/2010/0...ified-drivers/
3D games need "System Input" to be set to "8 Channels" in Windows/sound card drivers to output positional audio accurately (that is 7.1 audio). Note: this is not the same thing as setting the "Output Device" to 7.1 speakers. Output Device needs to be "Headphones".
Proper settings highlighted in red:
Note that having 8CH/7.1 when you're listening to music might be a bad idea if you're an audiophile. You should use 2CH/stereo for that, but try out both to see if there's a noticeable difference when listening to music.
Last edited by Cat; 05-17-2013 at 05:14 PM.
And finally we get to the keyboard. Now, the keyboard is a special case, since what you’ll be considering is not something like input lag, since those things don’t really matter here. There are only two things to really consider with keyboard. One of them is comfort, the other is n-key rollover. All USB gaming keyboards have what’s called 6-key rollover. What that essentially means is that you can hold down 6 keys at the same time and all keypresses will be registered. However, this is a little bit misleading since generally only four keys will always have 6-key rollover, and those are the WASD keys. If you use an alternate scheme like ESDF or RDFG then you might find that you can’t do things like crouch and move forward at the same time, or not reload while moving to the right. Sometimes certain combinations of keypresses won’t work even with a WASD scheme.
The only way you can be sure to avoid this problem is by using a mechanical keyboard plugged into the PS/2 port. Not only will this give you full n-key rollover, mechanical keyboards are also a lot more durable than standard plastic-dome keyboards and they also just feel nicer.
Now, there are a few different types of mechanical keyboards. Specifically there are different types of mechanical switches. Fortunately, the Cherry switches most manufacturers use are color coded for your convenience. There are a bunch of different colors, based on things like tactile feedback, clicking noise and required force to press down keys.
The two colors that are specific for gaming as opposed to typing are the black and red switches. These feel the same no matter how much you push them down, in other words they have no special tactile feedback, and they also don’t have a ridiculously loud clickety-click sound when you type, although they do still make noise.
The difference between them is that they require different amounts of force to press down. The black switches require an average of 55 grams of weight to press down while the red ones only need around 45 grams. You might immediately conclude that the red ones are better, but that’s not necessarily the case. If you’re like me you’re probably resting your fingers on the movement keys while playing. If you do that with the red switches you might just find yourself suddenly moving in a random direction because the key you were resting your finger on requires so little force to press down you did it completely by accident.
Ultimately it’s up to you which one you’d prefer, but I’d go with the black switches. I personally use the SteelSeries G7. It has black switches and is rather cheap compared to a lot of the others.
That covers it decently enough. “Mechanical” and “black or red switches” is basically all you need to remember when buying a gaming keyboard.
And it also pretty much covers it for gear, unless you need a microphone, in which case I say just get a Logitech Desktop Microphone, or if you need a whole new computer in which case you’ll really wanna ask for help on some overclocking site.
What remains are the settings, where I’ll cover the easy stuff first and finally mouse sensitivity and Field of View.
Generally you want to balance your settings to give you a framerate as close to your monitor’s native refresh rate as possible. This might be unfeasible in more demanding games unless you have a lot of money to burn, but at least try to keep it above 60 frames per second.
In a non-demanding game like Quake Live you might experience frame-rate drops on a high-end machine. If this happens to you it’s pretty much certain that your processor is being throttled. If this happens to you, go to Power Options in Windows and change the mode to “High Performance”. This will make sure that your processor doesn’t throttle down to a lower power state just because your computer doesn’t think Quake is demanding enough. In Quake you should never drop below 125 FPS on any decent computer unless you have this specific problem.
One other thing to consider is visibility vs image quality. It’s quite simple: the easier your enemy is to see, the easier they are to shoot.
In Quake it’s no problem to optimize for visibility. Just turn textures off with picmip and make sure that your enemies are all a uniform bright color. Don’t forget to turn off things like bob and whatnot, though I shouldn’t have to tell you that.
It’s not quite so simple for a game like Battlefield though, since as a game it relies a lot more heavily on good visuals to be enjoyable. Tweaking your settings purely for visibility might make the game less enjoyable. There are some things you can do to make things easier for yourself without ruining the visuals, though. Making sure that settings like Bloom and Ambient Occlusion are off so that you won’t constantly be blinded by the sun is a good start. Depending on the game, lowering or turning off Shadows or Draw Distance for grass will make it a lot easier to spot enemies, though not in Battlefield 3 since such settings are cheat-protected.
Being careful with Anti Aliasing can help, since you want your screen to be sharp, and the wrong settings for AA might make things look a little blurry, and seeing enemies hiding in the dark or in camouflaged backgrounds will be harder with blurry graphics. This is a setting you should eyeball, meaning switch it around between SSAA and FSAA and whatnot until you find whatever looks the best.
An issue you might encounter in BF3 is microstutter and tearing. To fix this, again, make sure you have High Performance set in Power Options. After that, turn VSync on. I know that’s horribly counter-intuitive, but for some stupid reason your mousing will actually improve in BF3 with VSync whereas in other games it will worsen with increased input lag and so on. Remember that the Battlefield games were programmed by casuals, for casuals.
Before we get to sensitivity there’s still the matter of controls to discuss. Unlike with sensitivity, you should not have a universal control scheme for all games. More specifically, not for all types of games. Trying to have the same keybinds with an arena shooter like Quake and a military shooter like Battlefield will just mess you up, since your muscle memory won't work unless the buttons do the exact same thing for both games. I can give you examples of my own settings in Quake and Battlefield to give you an idea of what to keep in mind, though.
In Quake Live I play with an RDFG setup. Firstly it feels a bit more comfortable for me to have my hands closer together when playing. Secondly, the thing to keep in mind in Quake is that most of your keybinds will be dedicated to weapon switches, and switching away from a WASD configuration will open up some keybinding options on your left side. The only problem you need to overcome is where to put your crouch and walk keys. Not really a big problem as it’s not that hard to move up a step with your pinky finger and use something like S and X or S and Z. Might take a bit of getting used to, though.
These are special cases though, and a WASD configuration should be perfectly fine. There are a couple of things that everyone should do, however. Everyone should switch the jump key to MOUSE2. Jumping in Quake Live is something you do constantly, and timing your jumps is important. Mice generally have a polling rate of 500Hz to 1000Hz, while keyboards at best might have one of 200Hz. And not only that, timing key presses with one hand to the movement of another hand is a lot harder than clicking and moving with the same hand. These things combined mean that both rocket and strafe jumping are a lot easier with jump bound to your mouse.
Consequently you need to rebind +zoom. The obvious candidate here is the spacebar. I use mouse-jump with space-zoom in Battlefield 3 as well with no issues whatsoever.
There are some people advocating using the keyboard to fire. While they do have a point in that it makes it so that you are not constantly pressing down on your mouse while shooting an enemy I find that it really screws you over with weapons where you need to precisely time your clicks. Specifically, I tried it for a couple of months and while it felt good for the LG my railgun accuracy suffered horribly. I wouldn’t recommend it.
As for Battlefield 3 having an RDFG configuration made things absolutely terrible. The hard part was simply moving around fluidly. You have to find good bindings for pretty much everything, and no matter how I tried I couldn’t find any combination of keybinds that made the acts of crouching, proning and sprinting comfortable. Simply having access to the CTRL button made life a lot easier for me.
Having jump on mouse2 and zoom on space works quite well in BF3 as well, however. There are also some small changes to the default settings that will help you plenty. Firstly, rebinding your primary and secondary weapons to your mouse 4 and 5 buttons is probably something you should do if your mouse has those buttons. Panic-switching to pistol and then quickly back to your main weapon becomes quite easy then. Having them around your movement keys doesn’t really work in this type of game since there are other important commands that need those keys there already, like spotting enemies and getting in and out of vehicles.
Another thing you should consider is rebinding your reload key to one you can press with your mouse, like V for instance. Doing this means that you’ll be able to reload while moving to the right, which makes it a lot easier to survive firefights since you can still dodge while reloading. Also, bind your melee attack to the mouse wheel button. Just do it. There’s no reason not to.
And now for the part everyone has been waiting for. Mouse sensitivity. I’ve already given you a decent range to pick from in an earlier guide, but it’s time to go a bit more in-depth.
First a warning, this will contain a bit of math, but I’ll do my best to make it so that you will be able to use it even if you don’t understand it.
Firstly, the basics. You wanna start out with making sure both your Windows and driver sensitivities are set to their default values. This will make sure your cursor doesn’t skip pixels or anything silly like that. Then you wanna make sure that Enhance Pointer Precision is turned off. This will get rid of the “floaty” feeling you’ll otherwise encounter in games. Lastly, get the Mouse Fix for whatever version of Windows you’re using. Google it.
Now you wanna adjust DPI. Since your Windows and driver sensitivities need to be at default, your only option for adjusting the sensitivity on the desktop is changing the DPI. Adjust the DPI so that your desktop sensitivity feels similar to your target in-game sensitivity. The extreme ranges should be around 400DPI for low sens (40cm/360) players and 1800 for high-sens (20cm/360) players. I have it set to 900DPI and I play at 33cm/360.
You can always change this later if you change from a high-sens to a low sens config or vice-versa. Use simple multiplication to keep your sensitivity the same; if you halve your DPI, double your in-game sensitivity to keep it the same.
Now it’s time for the in-game settings. I’d definitely recommend doing this in Quake first, since the mathematical formulae for Battlefield 3 are unavailable.
First thing I would do is pick a Field of View. This will be important for comparing sensitivities later, so I’d do this first. It isn’t at all necessary, but if you change your Field of View, what stays the same is the somewhat hard to calculate Pixels per Centimeter. What changes is the easy to calculate Centimeters for a 360 degree turn.
The default FOV of 100 is quite good, but a lot of people, including me, swear by a FOV of 90. Any loss of awareness that causes can be compensated for by moving your mouse around a lot and by using your ears.
When you’ve picked a FOV you should open your Quake Live config file in a text editor. Look up your mouse DPI and write m_cpi x, where x is your DPI (CPI). This will make it so that you won’t have to play around with a ruler when testing out sensitivities. You just use a bit of math.
The result of using m_cpi with the correct value is that the number you type with the /sensitivity command will be your actual degrees per centimeter rather than some arbitrary number.
Chances are you already have a sensitivity picked out. You can convert it to the new system with a simple formula: new_sens = old_sens * (old_yaw * m_cpi / 2.54)
Unless you’ve been mucking around your config with settings you really shouldn’t be messing with, your m_yaw should be 0.022. Thus you just type your current sensitivity*(0.022*your DPI/2.54) into Google and make the resulting number your new sensitivity.
Example: When I first changed systems my sensitivity was 1.5. My DPI is 900.
That is 11.7 degrees per centimeter rounded up. So my new sensitivity would be 11.7 (I have since lowered this).
To convert degrees per centimeter to centimeter per 360 degrees, use this formula: 360 degrees/(degrees/cm). The degrees cancel out and the centimeters get moved to the numerator.
Example: 360/11.7=30.8. In other words, it takes me approximately 30.8 centimeters on my mousepad to turn 360 degrees in-game. Simple, right?
Now, what if I want to try out something specific, like a pro-gamer’s sensitivity? Well, this is important, because you still need to see whether you are to be a low-sens gamer or a high-sens gamer.
The standard ranges are 40 to 20 centimeters for a 360. Anything above or below that range are considered extreme. Strenx, for instance, needs 50 centimeters to make a full turn. This is not recommended since it becomes hard to strafe jump and hard to track enemies moving around you. On the other extreme, a sensitivity higher than 20/360 is bad because at that point it will get a lot harder to aim. I don’t know of any pro with a higher sens than that in either Quake Live or Counter-Strike, and these are the games where general consensus states the top aimers play.
So how do you calibrate your sensitivity as fast as possible? Simple. Start by playing a few games with 40/360, then play a few games with 20/360. Always start with the lower sensitivity, since otherwise both might feel like “low-sensitivity”. This is because casual gamers usually start out with something ridiculous like 5cm/360. Starting with 40 will make 20 seem comparatively high.
Now, to calculate. To quickly make your sensitivity 40/360 (or any other) without messing around with a ruler, use this formula:
360 degrees/centimeters=degrees per centimeter. Simple dimensional analysis.
9 degrees per centimeter. Type sensitivity 9 in your config or console and play a few games to get used to it. Do note that this is incredibly low, and you won’t be able to make a full 360 degree turn on your mousepad with only one sweep.
Now try 20.
Type /sensitivity 18.
Which one did you prefer? Was your aim a lot better with 40? Was your movement a lot better with 20? Start adjusting and try to find the sweet spot where your aim doesn’t get worse and your movement doesn’t get better. I ended up with around 33/360.
It was a bit lucky that I did too, and you’ll see why later.
So now you have a good sensitivity for Quake. Now, how do you make sure that you have the same sensitivity for the other games you play? Not all of them have the math so readily available as Quake Live and I can’t find a calculator for it that makes sense.
I’ll take Battlefield 3 as the example, since it is one of the most annoying ones to copy your sensitivity over to, and if you can do it for BF3 you can probably do it for any game. It can be a real bastard, since not only do you have to work with a slider, since you can’t change the sensitivity by console and it’s terribly annoying to shut down the game every time to edit your config, even with an SSD. So use the slider first, then you can fine-tune it in the config if you really must.
Now, there’s a couple of things you wanna do first. BF3 was designed with consoles in mind, and this causes a couple issues with mouse input, mainly cause of stuff like deadzones for controllers and whatnot that are left over in the PC version. The reason for this can be summed up as “DICE can’t program”, but that’s not entirely fair.
Firstly, find the settings folder for BF3 in “My Documents” and open “PROF_SAVE_profile” in a text editor.
Find the following lines:
Change all of their values to 0.000000. This should make the mouse feel as it should feel. If it doesn't you have other problems.
When you’re in game, go over your settings and make sure you have Raw Input enabled for your mouse. This is the equivalent for in_mouse 2 in Quake Live.
Now comes the hard part. There’s a reason why it’s so hard to make the sensitivity feel the same in different games, and that reason is FOV. Remember that we’ve been calculating mouse sensitivity in centimeters for 360. Consider that for a minute. If you’re moving 10 degrees per centimeter, which is 36cm/360, then how many centimeters would it take you to move a screen lengths of pixels with 100 FOV? The answer is 10 centimeters.
But what if your FOV were 90? Then it would take only 9 centimeters. The degrees per 360 is the same, but the sensitivity for FOV 90 will in reality be a fair bit higher. This is why sensitivity has to scale when you zoom.
So how do you make it feel the same and preserve your muscle memory? That’s the annoying part, but fortunately math is here to save the day.
Firstly, you need to consider the fact that Battlefield 3 uses vertical FOV rather than horizontal. This means you will have to convert it first to be able to do anything useful with it.
Fortunately there is a calculator made for Bad Company 2 that works just the same for BF3. Google it.
Firstly, the default vertical FOV in BF3 is 70. That is equivalent to a horizontal FOV of 102. The easiest thing to do is to just change it to be the exact same as your Quake Live FOV. For 90 horizontal you need 59 vertical. Minimum you can set in-game is 60, so either set it to that or edit it to 59 in the config.
For 100 horizontal you need 68 vertical. Set it to that.
IMPORTANT NOTE: The listed FOV conversions are for a 16:9 aspect ratio.
Now, I mentioned before that I was lucky, since I need 33 centimeters for a 360. Due to the width of my mouse (around 7cm) and pad (around 40cm), that means a full sweep of the pad turns me almost precisely 360 degrees. That makes it easy to calibrate for me. With anything else, however, you will need a ruler. Because what you are going to do is you are going to manually measure how many centimeters you need to make a full sweep. Depending on how low your sensitivity is, either measure a 180 degree turn and double the result, or measure a full 360 degree turn. The latter is more accurate, but you might not have a big enough mousepad or you might not have a long enough ruler to measure the full turn.
IMPORTANT: Make sure you measure from one edge of the mouse to THE SAME EDGE. The distance for the turn is the distance the mouse sensor moves, so if your starting point on your mouse is the right edge and your ending point is the left one the value you end up with will be incorrect.
Now you have a correct value for the same FOV you use in Quake Live. You can either keep the FOV the same, in which case you’re done, or you can change it. If you change it, then unlike when you zoom, your sensitivity WILL NOT SCALE. You will still have the same centimeters/360 or degrees/cm. This is the case both in Battlefield 3 and in Quake Live, so the following math will work in both games for FOV changes.
The math for zoomscaling is a bit complicated so we will use much simpler math.
The numbers you will need here are the degrees per centimeter and the horizontal FOV.
We’ve already gone over the first part, but let’s do it again.
Calculate your degrees per centimeter (DPC).
Example: if I have 20cm/360 my DPC is 360/20=18.
If my horizontal FOV is 100 that means I need 100/18=5.6 (approx.) centimeters to move a full screen. This is the value we want to preserve when we change.
Let’s say I want a vertical FOV of 90, the maximum in Battlefield 3. That means a horizontal FOV of 121.
We want to turn 121 degrees in 5.6 centimeters.
X=21.6 DPC. A massive difference.
The result is 360/21.6=16.7 cm for a 360 degree turn to make it feel the same as it did at 100 FOV. If you had lowered the FOV you’d need more centimeters/360 to make it feel the same rather than less.
Now you start measuring and adjusting in-game until you get this result, or you just input 21.6 as your sensitivity in Quake Live and skip all the annoying crap with the ruler and slider.
These steps will work for any FOV changes, though you’ll want to include all the decimals to make it as accurate as possible instead of rounding like I did to make it easier to read.
It’s worth going through the effort to make everything the same across games and at different FOVs, because when you do you will not have to re-learn the muscle memory. Repetition is the key to perfection. Remember that, always.
Last edited by Cat; 01-31-2013 at 06:00 PM.