ah so you want to change your mouse sensitivity do you? please select the correct pixel for x/y

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I had this (checks) Razer Viper v2 Pro for a year now, the first wireless mouse and most expensive I've owned, pleased with it, it has some insane dpi but I dialled that down so it's the same for Windows and gaming. I've set it how I want and then uninstalled the bonkers Razer 'drivers'.

Usually for me every games default mouse look speed is about double what it needs to be.

The Talos Principle 2 - the mouse look is too fast, default values are 0.45 x/y and the sliders goes to 5, ok can I type in the value? hah no, ok I've got this, just a simple case of... choosing the correct pixel, settled on 0.27, took a few attempts to get the correct value, feels like acceleration is on but apparently not, oh well. It might be some funky game feel, like I'm not rotating around my head/body like a usual fps game, but I'm a robot so that checks out!

Starfield - there is mouse look V/H values, mouse look sensitivity, aim V/H, aim sensitivity, 'ship reticle' sensitivity - what no ship reticle V/H? a missed opportunity surely. I played 300.5 hours of that game which was .5 hours too much. Actually I think I spent at least an hour binding keys to ESDF and getting the mouse sensi sorted.

I could go but these are recent examples. It feels like it should be easier than this by now, like at least allow us to type in the values and do some testing with current gaming mice.

Maybe I'm the problem with some freakishly high sensi from the days of 180 railgunning :)
 
For anyone wondering, the easiest way is to decide on what 360/cm you want to use. In other words, how much movement in cm of your mouse is required to rotate a game character through 360 degrees of vision. Your choice is dependant on how you like to aim and how much space you have. Typical starting values are good at 28-40cm. 32cm is very popular. This is for fps games. Lower is faster, wrist with higher slower and more arm.

You can then use free sensitivity conversion websites to then calculate what sensitivity is then required in game for that amount of movement in your mouse and apply it to lots of different games as you always know your choice of 360/cm.

Measure by marking a spot against your mouse edge, lining up crosshair in a game listed on one of the conversion sites with an object in game, say the edge of something definable. Rotate through 360 until crosshair matches starting point. Measure distance from marked spot previously minus half your mouse to where the centre of your mouse now is. This is your 360/cm. Don't use anything scoped, zoomed in, mouse accel disabled etc.

If someone is telling you they use x dpi and y sensitivity, what you really want to know is what 360/cm this is. The free websites tell you this.
 
My crude but works for me method is in game to stand next to a post and to turn and shoot the post in a single go without adjustment. Just turn and fire. If I over turn then reduce the sensitivity and if I under turn then increase it.
 
For anyone wondering, the easiest way is to decide on what 360/cm you want to use. In other words, how much movement in cm of your mouse is required to rotate a game character through 360 degrees of vision. Your choice is dependant on how you like to aim and how much space you have. Typical starting values are good at 28-40cm. 32cm is very popular. This is for fps games. Lower is faster, wrist with higher slower and more arm.

You can then use free sensitivity conversion websites to then calculate what sensitivity is then required in game for that amount of movement in your mouse and apply it to lots of different games as you always know your choice of 360/cm.

Measure by marking a spot against your mouse edge, lining up crosshair in a game listed on one of the conversion sites with an object in game, say the edge of something definable. Rotate through 360 until crosshair matches starting point. Measure distance from marked spot previously minus half your mouse to where the centre of your mouse now is. This is your 360/cm. Don't use anything scoped, zoomed in, mouse accel disabled etc.

If someone is telling you they use x dpi and y sensitivity, what you really want to know is what 360/cm this is. The free websites tell you this.

I've spent the last couple of months toying with my 360 settings. I've settled on 45cm with 1600 dpi for now. Still tweaking but having a single figure to then transfer between games is just too good!


I use this for my conversions, my aim is probably as good if not a little better than before but my reactions are way more fluid and on point. I also changed to glass pad, another big bonus for me.
 
I just roughly measured my 360 distance is 7cm :) That was in The Talos Principle 2, feels about right for me and that would be close to all fps games.

I've tried different fov and sensi since in the Q2 days, used to try emulate how a mate played with a much lower sensi, he was a better player than me, he seems to glide around the map, whereas I tended to play like a headless chicken, just different play styles I guess :)
 
I've spent the last couple of months toying with my 360 settings. I've settled on 45cm with 1600 dpi for now. Still tweaking but having a single figure to then transfer between games is just too good!


I use this for my conversions, my aim is probably as good if not a little better than before but my reactions are way more fluid and on point. I also changed to glass pad, another big bonus for me.

The only issue you may find is that by having a fairly high dpi and 360/cm on the lower side, not all games will allow for enough drop in the default sliders to allow for that kind of movement. You would be into negative with the games base at 0 unless config changes allow for it. If you lower your dpi to around 800-1000 and increase the sensitivity to compensate, all games should be fine. Another bonus in doing this, is that within Windows by default and game interface/menus etc, mouse movement will more closely match what you have set for in game mouse movement. 45cm with 1600dpi is arm aiming with wrist movement for most other things - like opposites.
 
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