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coefficient variables, bf1  (Read 11347 times)

Offline full58

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the coefficient for a 4:3 aspect ratio screen should be 133% but we use 1080p with an aspect ratio of 16:9, so ours should be set to 178%
Prove it.

The coefficient should be kept at 1.33 if you are playing on a 16:9 screen.
Prove it.

Any captains here to approve or disapprove this theory?
I guess BF1 would behave similarly to this:
https://s30.postimg.org/wunyfoo0x/bf4_2.png
We are looking for the point where normalised omega/fov is 1:1:1:1:etc. As you can see, it's somewhere between 100% and 300%. Might be 133%. Might be 178%. Might be anything else. Of course, we are obliged to assume it exists.

We just need to take the same measurements with the right values to see who's wrong.

I'm posting what someone else said. I'm asking for somone to prove it. your quote of me is extremely out of context

Offline grandgt

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Re: coefficient variables, bf1
« Reply #16 on: 04:32 PM - 01/26/17 »
So, what does everyone run with, 133 or 178?


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Offline TSARGA

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Re: coefficient variables, bf1
« Reply #17 on: 04:47 PM - 01/26/17 »
So, what does everyone run with, 133 or 178?
178 but all my measurements were taken in BF4.

I'm posting what someone else said. I'm asking for somone to prove it.
Best thing to do would be to prove it yourself and post the results lol

Offline grandgt

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Re: coefficient variables, bf1
« Reply #18 on: 04:48 PM - 01/26/17 »
Lol, will do.


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Offline Zombieguy

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Re: coefficient variables, bf1
« Reply #19 on: 04:59 PM - 01/26/17 »
I did a long quest on what exactly Coefficient does and there really is no straight answer. Even the answer from Dice was vague. You can find conflicting posts on what it does but again there is no real answer.

I call 133% the default and you adjust it to how you like it.

From what I can have experienced is if you have it at 133% you maintain the transition HIP sensitivity into ADS but after 1.3 seconds while in ADS the sensitivity will slow down and default to the ADS sensitivity. The higher the number the longer it stays. This is how I have experienced it and drove myself crazy at times figuring it out. You might experience it differently than I do.

Offline TSARGA

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Re: coefficient variables, bf1
« Reply #20 on: 06:39 PM - 01/26/17 »
I did a long quest on what exactly Coefficient does and there really is no straight answer. Even the answer from Dice was vague. You can find conflicting posts on what it does but again there is no real answer.
It makes the rotational speed proportional to the FOV.

How is there no real answer?

From what I can have experienced is if you have it at 133% you maintain the transition HIP sensitivity into ADS but after 1.3 seconds while in ADS the sensitivity will slow down and default to the ADS sensitivity. The higher the number the longer it stays. This is how I have experienced it and drove myself crazy at times figuring it out. You might experience it differently than I do.
What??

Offline manaus

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Re: coefficient variables, bf1
« Reply #21 on: 06:48 AM - 01/27/17 »



I call 133% the default and you adjust it to how you like it.

Exactly...with R6 is precise the same, ppl come with numbers, figures, tables...oooh come on!

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Offline TSARGA

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Re: coefficient variables, bf1
« Reply #22 on: 12:18 PM - 03/21/17 »
Look what I just found: http://forum.symthic.com/battlefield-4-technical-discussion/7836-cte-uniform-soldier-aiming-info/

Quote
When the coefficient C = 0, then the formula used to calculate a sight's sensitivity factor is: SensFactor = tan(ZoomFov/2)/tan(HipFov/2)
At this setting, the formula acts to make the "mouse velocity to linear screen center velocity ratio" constant. What that means is that if you could measure the velocity of the image where it passes the screen center, when moving the mouse at a constant speed, between two different FOVs, there would be no change.

When the coefficient is C > 0, then the formula is SensFactor = atan(tan(ZoomFov/2)*C) / atan(tan(HipFov/2)*C)
To understand where this formula comes from, the original idea was to use the formula ZoomFov/HipFov to synchronize the "mouse distance to half FOV angle turn" number to make it constant for all scopes. What that would do would be to make it so that it would take the same mouse movement to move something at the top edge center of your screen to your cross hairs, no matter what FOV you were at.
When this formula was converted to work on synchronizing the horizontal mouse distance to half FOV angle turn number, the following equation was obtained:
SensFactor = atan(tan(ZoomFov/2)*W/H) / atan(tan(HipFov/2)*W/H)
Where W is screen Width
And H is Screen Height
Which means the current formula replaces W/H with C.
So if C = W/H, the horisontal half FOV turn distance will be constant.

Of course, my measurements aren't extremely precise, but...



tan(0.522/2)/tan(1.492/2) = 0.289 and I got 0.291
tan(1.381/2)/tan(1.492/2) = 0.894 and I got 0.896

That guy might be right, but he also says:

Quote
C = 4/3 (New default)
This is the best working value we have found so far. Incidentally, it's the same value used in counter-strike games!
C = 4/3 makes all the scopes feel the same speed, and should provide a good sensitivity relationship to maintain drag shooting muscle memory across sights too.

Then why is 178% closer to 1:1:1 than 133%? Why do we get the same results for c = 0 and not for c > 0??

Offline dave079

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Re: coefficient variables, bf1
« Reply #23 on: 03:03 PM - 03/21/17 »
I play at 1920 x 1080, that means 178% right? I am not that good with such things...

Offline TSARGA

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Re: coefficient variables, bf1
« Reply #24 on: 01:04 AM - 03/22/17 »
I play at 1920 x 1080, that means 178% right? I am not that good with such things...

That's what my measurements say.