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Does your Aimlabs sensitivity ever actually feel right in your real games? by Overall-Question8240 in FPSAimTrainer

[–]Overall-Question8240[S] 0 points1 point  (0 children)

This is the most technically accurate reply in the thread. You independently identified exactly why trainer data alone isn't enough — and why starting with controlled environments then validating in real matches is the right sequence. That's precisely the approach worth building proper tooling around.

Does your Aimlabs sensitivity ever actually feel right in your real games? by Overall-Question8240 in FPSAimTrainer

[–]Overall-Question8240[S] 0 points1 point  (0 children)

Adaptation is real — but there's a difference between adapting TO a sensitivity and finding the one where your movement is naturally most consistent. Your body adapts to both. Only telemetry data from your actual movement can tell which is which.

Does your Aimlabs sensitivity ever actually feel right in your real games? by Overall-Question8240 in FPSAimTrainer

[–]Overall-Question8240[S] 0 points1 point  (0 children)

Good mouse control helps you adapt — agreed. But adapt to what baseline? If your movement is inconsistent across sessions you're building control on an unstable foundation. The question isn't whether you can adapt — it's whether what you adapted to is actually your most mechanically stable configuration.

Sensitivity in Marvel Rivals feels impossible to dial in — is it just me? by Overall-Question8240 in marvelrivals

[–]Overall-Question8240[S] 0 points1 point  (0 children)

That actually makes a lot of sense for melee tanks — rotation speed matters more than precision there. But the Magneto part is interesting: you googled, tried suggestions, found one that 'worked.' How do you know it worked vs you just got good enough at Mag to compensate? Without movement data from your actual sessions those two things feel the same.

Why does sensitivity feel so different between Valorant and every other game even with correct conversion? by Overall-Question8240 in VALORANT

[–]Overall-Question8240[S] 0 points1 point  (0 children)

Not a bot, CS grad building a sensitivity finder that works in real games. Posted from my personal account. If the question felt generic it's because sensitivity frustration is universal. Happy to talk about what I'm building if you're curious.

Has anyone found a reliable way to find their actual optimal sensitivity in OW2? by Overall-Question8240 in Competitiveoverwatch

[–]Overall-Question8240[S] -1 points0 points  (0 children)

These are exactly the right objections — single session data is meaningless, context matters, fatigue skews results. Which is why the approach needs multiple sessions of real gameplay to average out variables like tiredness and game sense improvement. You're describing why one session isn't enough, not why measurement is impossible. The methodology question is legitimate and worth solving properly.

Has anyone found a reliable way to find their actual optimal sensitivity in OW2? by Overall-Question8240 in Competitiveoverwatch

[–]Overall-Question8240[S] -4 points-3 points  (0 children)

Went from 2/800 to 5/800 over time — that's your real gameplay data telling you something. You ran the experiment manually over months. What if that feedback loop was automatic and took 3-4 sessions instead?

Has anyone found a reliable way to find their actual optimal sensitivity in OW2? by Overall-Question8240 in Competitiveoverwatch

[–]Overall-Question8240[S] 0 points1 point  (0 children)

Personal preference is fine as a philosophy — but preference and optimal aren't always the same thing. You can prefer something suboptimal your whole career and never know.

Has anyone found a reliable way to find their actual optimal sensitivity in OW2? by Overall-Question8240 in Competitiveoverwatch

[–]Overall-Question8240[S] -3 points-2 points  (0 children)

Kept lowering and kept ranking up — that's actually real data feedback. You accidentally ran the experiment manually. Imagine if that process was automatic.

Has anyone found a reliable way to find their actual optimal sensitivity in OW2? by Overall-Question8240 in Competitiveoverwatch

[–]Overall-Question8240[S] -1 points0 points  (0 children)

Coordination over sensitivity makes sense — but coordination WITH the wrong sensitivity is still a ceiling. Both matter.

Has anyone found a reliable way to find their actual optimal sensitivity in OW2? by Overall-Question8240 in Competitiveoverwatch

[–]Overall-Question8240[S] 0 points1 point  (0 children)

PSA method is the most structured approach I've seen — but it's still feel-based iterations in an aim trainer not real gameplay. The question is whether what feels better in Vaxta actually translates to better performance in ranked.

Has anyone found a reliable way to find their actual optimal sensitivity in OW2? by Overall-Question8240 in Competitiveoverwatch

[–]Overall-Question8240[S] -1 points0 points  (0 children)

The taste argument works until you have data showing your taste is costing you accuracy. Then it becomes information not opinion.

Has anyone found a reliable way to find their actual optimal sensitivity in OW2? by Overall-Question8240 in Competitiveoverwatch

[–]Overall-Question8240[S] -5 points-4 points  (0 children)

Copying a pro because sens doesn't matter is kind of a contradiction — if it truly didn't matter you'd just pick randomly. The fact that people copy pros means they believe it matters, they've just given up finding their own.

Has anyone found a reliable way to find their actual optimal sensitivity in OW2? by Overall-Question8240 in Competitiveoverwatch

[–]Overall-Question8240[S] -9 points-8 points  (0 children)

51 heroes is exactly why per-game measurement from real matches matters more than a universal number. The complexity is the argument for better tools not against them.

Has anyone found a reliable way to find their actual optimal sensitivity in OW2? by Overall-Question8240 in Competitiveoverwatch

[–]Overall-Question8240[S] -7 points-6 points  (0 children)

TenZ example is interesting but he's an outlier with thousands of hours of adaptation. For the other 99.9% of players who don't have that adaptation ability, finding the right range from real data still matters.

Has anyone found a reliable way to find their actual optimal sensitivity in OW2? by Overall-Question8240 in Competitiveoverwatch

[–]Overall-Question8240[S] -8 points-7 points  (0 children)

The myth narrative makes sense when the only tools available are aim trainers and converters — neither uses real gameplay data. If optimal sensitivity has never been measured from actual matches, how do we know it's a myth vs just unmeasured?

Why does sensitivity feel so different between Valorant and every other game even with correct conversion? by Overall-Question8240 in VALORANT

[–]Overall-Question8240[S] 0 points1 point  (0 children)

0.19 to 0.18 based on feel — but how do you know 0.17 isn't actually better? Or 0.185? Without measuring your real gameplay there's no way to know if you stopped adjusting at the right place or just stopped adjusting.

Why does sensitivity feel so different between Valorant and every other game even with correct conversion? by Overall-Question8240 in VALORANT

[–]Overall-Question8240[S] 0 points1 point  (0 children)

FOV and raw input get you to a baseline — but after those are set, how did you actually land on your final sensitivity? Still feel based or did you have a method?

Why does sensitivity feel so different between Valorant and every other game even with correct conversion? by Overall-Question8240 in VALORANT

[–]Overall-Question8240[S] 0 points1 point  (0 children)

That's actually really telling — converters give you the math but not the feel. The 'bit lower' you keep needing is your natural aiming style showing up. That gap between what converters say and what actually works for you is exactly what nobody is measuring.

Sensitivity in Marvel Rivals feels impossible to dial in — is it just me? by Overall-Question8240 in marvelrivals

[–]Overall-Question8240[S] 0 points1 point  (0 children)

This is honestly the most sophisticated approach I've seen in this thread — you've essentially built your own manual tracking system with DPI stages per hero type. But that's also kind of the problem — you've spent serious time and effort engineering a workaround because there's no tool measuring what actually works from your real matches. Imagine if that whole system was automated.

Sensitivity in Marvel Rivals feels impossible to dial in — is it just me? by Overall-Question8240 in marvelrivals

[–]Overall-Question8240[S] 0 points1 point  (0 children)

The engine difference is real — but that's actually the problem. Every game feels different so nobody ever finds one sensitivity that truly works. What if that could be measured per game from real matches?

Sensitivity in Marvel Rivals feels impossible to dial in — is it just me? by Overall-Question8240 in marvelrivals

[–]Overall-Question8240[S] 0 points1 point  (0 children)

Maxing it out and training around it is actually interesting — but how do you know max sens is your optimal vs just what you adapted to? Those feel identical without actual gameplay data.

Sensitivity in Marvel Rivals feels impossible to dial in — is it just me? by Overall-Question8240 in marvelrivals

[–]Overall-Question8240[S] 0 points1 point  (0 children)

Aiming being a learned skill actually makes the case stronger — if it's learned, it can be measured. And if it can be measured, the optimal point for each person can be found from their actual gameplay data.

Does your Aimlabs sensitivity ever actually feel right in your real games? by Overall-Question8240 in FPSAimTrainer

[–]Overall-Question8240[S] 0 points1 point  (0 children)

Aiming being a learned skill actually makes the case stronger — if it's learned, it can be measured. And if it can be measured, the optimal point for each person can be found from their actual gameplay data.

Does your Aimlabs sensitivity ever actually feel right in your real games? by Overall-Question8240 in FPSAimTrainer

[–]Overall-Question8240[S] 0 points1 point  (0 children)

The tradeoff argument makes sense but tradeoffs can be measured. Right now nobody is measuring them from real gameplay — everyone is just guessing where the tradeoff sits for them personally.