Hi!
I just wanted to give some feedback on mouse sensitivity and other related aspects in Destiny 2.
First of all, in order to make everything that I want to share clear, I'd like to make a brief explanation on what type of methods can be used to convert sensitivity from one game to another and from hipfire to ADS:
1. [u][b]360º distance[/b][/u] (video: [url]https://youtu.be/178qLzSi4u8[/url]): the distance (e.g. in cm) that it takes to make a 360º turn. This is very common for hipfire sensitivity conversions from one game to another.
2. [u][b]Monitor distance horizontal or vertical match[/b][/u] (MDH x% or MDV y%). FPS games use different percentages to match ADS to hipfire. This conversion takes FOV into account. [u]When matching ADS to hipfire, it's only possible to preserve one hipfire sensitivity attribute[/u] (tracking speed or flick distance to a specific point) and you can choose the first or the second one using different percentages:
-MDH 0% (which is the same as MDV 0% -they are the same only for 0%-): it preserves the hipfire tracking speed. This is used, for example, in Apex Legends when the the ADS multiplier is set to 1 and it's always been used in CoD.
-MDH 100%: matches the distance you need to move your mouse so that your crosshair reaches exactly the edge of your monitor [b]taking FOV into account[/b]. MDH 50% does the same as 100% but in the middle between your crosshair and the edge of your monitor; if, for exampple, 50% is used, all the other percentages would not be matched, the same happens with MDH 100%. [u]MDH 100% is the method used in Destiny 2 when the ADS sensitivity multiplier is set to 1[/u].
[url=https://youtu.be/W0sgiyfrVvY]MDH 100% video [/url] (take as a reference the object that is at the edge of the screen at the start)
[url=https://youtu.be/xv5j1RxLUoE]MDH 50% video[/url] (take as a reference the object that is in the middle between the edge of the screen and the crosshair at the start)
This being said, I want to point out the [u]problems regarding sensitivity in Destiny 2[/u]:
1. [b][u]Only one method can be accurately used in the game to match hipfire to ADS sensitivity[/u][/b]: MDH 100% (ADS sensitivity multiplier "1"), and this is a huge problem because [u]it matches correctly only one point of the whole screen, reaching all the other points will feel too fast[/u] (take a look at these pictures for reference: [b][url=https://www.mouse-sensitivity.com/uploads/monthly_2018_09/HighMMExample.png.16207f84bab9997defdea80c6c1d2219.png]high MDH %[/url][/b] and [b][url=https://www.mouse-sensitivity.com/uploads/monthly_2018_09/LowMMExample.png.b3cd9a2e556ad66642dc15c4bcec3c08.png]low MDH %[/url][/b].)
Even though it's possible to change the multiplier's value, there's at least one big problem with values that are different from "1":
[b]It's the same value for a very wide range of MDH percentages[/b] (the ranges vary a few ppoints depending on the hipfire sensitivity value): MDH 0% and up to MDH 55% use the same value ([b][u]0.8[/u][/b]), while MDH 56-83%=0.9. If I wanted to use MDH 85%, a multiplier value of 1 is closer to that than 0.9 and it gives almost a 4% discrepancy [b]for low zoom scopes[/b]; the difference gets even bigger for high zoom scopes, [b]this translates into centimeters of error[/b] when moving the mouse for a flickshot.
This might be the worst thing to deal with when matching ADS to hipfire, since each one of those percentages has its own effect on ADS sensitivity. If I set the multiplier to 0.8 because I want to maintain my hipfire tracking speed (MDH 0%), I won't be getting that, instead I'll be playing with an unknown MDH percentage up to MDH 55%. This means that the tracking speed most certainly won't be matched and the sensitivity will feel way too fast. You can check [url=https://youtu.be/EPnULDwmI8E]this video[/url] to see this.
2. [b][u]The FOV slider is bugged[/u][/b]: the actual FOV value is 96% of the value that the in-game slider shows, so the [b]"105" FOV is actually 100.8 [horizontal] FOV[/b]. This is also a big problem because people usually play at a bit higher [i]FOVs[/i] (106.26 [H]FOV, which is the maximum in CS:GO or 103 for Overwatch, for example). If it's not possible to match FOV with other games, the same problems appear as when we convert hipfire to ADS: we can only maintain one specific attribute of the original sensitivity.
3. [b][u]Why is the 360º distance almost twice as big in 3rd person?[/u][/b] For example, my 1st person 360º distance is 18,5cm, while it's 32cm in the tower, [b]almost twice as slow[/b]. They should be the same.
The first two problems would not exist if the sensitivity and FOV sliders were [b]a lot[/b] more precise (adding [u]all the needed decimals[b] at least in a config file[/b][/U]), or they were completely changed to let us set: the actual FOV (and be able to increase it above 100.8 HFOV), the precise hipfire sensitivity and the exact MDH percentage when converting sensitivity from hipfire to ADS.
Thank you
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