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Re: X-Y sensitivity ratio in black ops.

Posted: Fri Jul 08, 2011 4:07 pm
by McKack
Matlo wrote:There are two different sensitivity ratios: the game sensitivity ratio, and the sixaxis emulator sensitivity ratio.

2.86 is the x/y sensitivity ratio of the game itself. A value higher than 1 means the x sensitivity is higher than the y sensitivity.

So as to counteract the game sensitivity, the sixaxis emulator sensitivity has to be set to mx/my=1/2.86 (or my/mx=2.86 as displayed in the GUI). Doing so, the final sensitivity ratio is (game x/y ratio)*(sixemu x/y ratio)=2.86*1/2.86=1.
...
Aaah, I missed that point. I understand now.
Matlo wrote:30 seems a little high.
It's intentionally a little higher and it's probably just a matter of preference.
Using a dead zone of 22 I feel there's too much sluggishness when aiming slowly. But when I overdo the dead zone a little bit it feels much more "instant" when I start aiming and I'm still capable of doing very fine, long distance aiming if needed.

Re: X-Y sensitivity ratio in black ops.

Posted: Wed Jul 20, 2011 3:02 pm
by uwontprevail
Shit.. i have been using my old ass tv for this.

Not an HD TV.

That might make a difference in the ratios also.

So ill have to try it out with my new 3d tv =D

Re: X-Y sensitivity ratio in black ops.

Posted: Wed Jul 20, 2011 4:33 pm
by Matlo
uwontprevail wrote:Shit.. i have been using my old ass tv for this.

Not an HD TV.

That might make a difference in the ratios also.

So ill have to try it out with my new 3d tv =D
The TV doesn't matter. I already captured the composite signal, and I can tell there is no difference.

Re: X-Y sensitivity ratio in black ops.

Posted: Wed Jul 20, 2011 9:26 pm
by uwontprevail
Matlo wrote:
uwontprevail wrote:Shit.. i have been using my old ass tv for this.

Not an HD TV.

That might make a difference in the ratios also.

So ill have to try it out with my new 3d tv =D
The TV doesn't matter. I already captured the composite signal, and I can tell there is no difference.
But the aspect ratio must have something to do with it?

Re: X-Y sensitivity ratio in black ops.

Posted: Wed Jul 20, 2011 9:44 pm
by Matlo
I just tested it again on Black Ops, capturing the composite video (4:3), and I confirm there is no difference.

Re: X-Y sensitivity ratio in black ops.

Posted: Sun Jul 24, 2011 12:11 am
by mushroom
Hi I use xim1 with black ops, and deadzone work well when negative, i use -6
dont know if it work with your system.

Re: X-Y sensitivity ratio in black ops.

Posted: Sun Jul 24, 2011 5:38 am
by cldfusion
Xim1's deadzone was effected but the multiplier( that's why the faster your controls were the lower dz you needed,(Where -6 comes from)). In this program the real deadzone works as a constant:) (around 22).
These settings feel more linear than xim for me:
hip:
y. DZ=23,MP=26,exp=0.39
x. DZ=23,MP=16,exp=0.39
ads:
y. DZ=24,MP=28,exp=0.39
x. DZ=24,MP=23,exp=0.39

Re: X-Y sensitivity ratio in black ops.

Posted: Sun Jul 24, 2011 10:19 am
by Matlo
In fact GIMX subtracts the multiplier (= the first position) to the dead zone, so that the first position is always near the dead zone. If we don't do that the first position may be too far from the dead zone.

This aims to reduce glitches of slow movements and movements along the axes. But this obviously breaks the linearity. The linearity is even more broken if the multiplier is high (low dpi).

If the multiplier is higher than the dead zone, the dead zone minus the multiplier is negative. This has the same effect as setting a negative dead zone.