We offer you a truly consistent aim between a supported game and our aim trainer, as the video on the left demonstrates.
This is accomplished by synchronizing both the in-game mouse sensitivity and the field of view of your selected game with our aim trainer. If you want to learn more about the science behind all this and the positive effects training with our aim trainer has on your aim, we invite you to continue reading.
This video clip demonstrates the result of dedicated practice by using the same consistent aim to obtain great muscle memory and eye-hand coordination.
Based on your input, our trainer calculates how much distance your mouse needs to move to perform a 360 spin in the selected game. Then, our trainer will match the same distance by adapting his own in-game sensitivity (which we call look speed) so that both mouse sensitivities are perfectly synchronized, like the video demonstrates. This gives you the exact same mouse movement as in your selected game.
The field of view (FOV) defines which part of the game world you see on your screen. It is the extent of the observable 3D environment that you see on your screen at any given time and is measured as an angle in degrees. The video clip demonstrates that our aim trainer will match your preferred field of view, giving you the exact same viewing angle you experience in your game. The videos and text under “learn more” will dig deeper into this subject, explaining the visual projection and the effects on your eye-hand coordination.
As you can see, both 360 spins are matched, but the FOV is different. In the top clip the FOV is 90 degrees and in the bottom clip it’s 120 degrees. In the top clip you see less of the gaming world (1/4th), meaning the image has to move faster when moving the mouse, if both sensitivities are the same. In the bottom clip you see more of the gaming world (1/3rd) and the image moves more slowly when moving the mouse. Because you see more of the gaming world, the objects in it are significantly smaller in the bottom clip, and are therefore harder to hit. It goes without saying that FOV has a major impact on your eye-hand coordination, since in most games field of view and mouse sensitivity are independent from each other. This means that changing your field of view can potentially change your eye-hand coordination, which will be explained in the next video.
In this video, you can see that the mouse moves the same distance regardless of the field of view. So while your hand and mouse are moving the same, you see something quite different. In this particular example the distance the mouse needs to move is 2188 counts to hit the center of the barrel regardless of the FOV, which is 90° degrees for the top clip and 120° for the bottom one. As you can see, the barrel’s position on the screen isn’t the same at all. In the top clip the barrel is positioned at 4.43 inch from the center of the screen while in the bottom clip the barrel is positioned at only 2.56 inch from the center. As a result, your eye-hand coordination is disturbed when changing the field of view. When changing your FOV from 90° to 120° your muscle memory will still have the habit to move your hand and mouse 2188 counts when seeing a target at 4.43 inch from the center, like it should when the FOV is 90, but because it’s changed to 120° this would result in an under-aim. Increasing your FOV causes under-aim and decreasing your FOV causes over-aim, as the following video clip will demonstrate.
In the top clip the FOV is 90°. In both clips, we move the mouse to match the distance of where the barrel in the other clip is displayed. The bottom clip has a FOV of 120°. This shows the difference in mouse and hand movement when changing your field of view. As you see, the mouse in the top clip needs to move 1450 counts to match the distance of the barrel in the bottom clip while my mouse in the bottom clip needs to move 3850 counts to match the distance of the barrel in the top clip. This is a significant difference in mouse movement, and is a direct result of the 30 degree difference in field of view between both clips. This causes severe under or over-aim, depending if you increased or decreased your field of view.
To get a better understanding of how this is possible, you first need to know that FPS games are using a rectilinear projection method (image bending) in combination with a wide field of view to create peripheral vision and perspective for a sense of depth. This makes our mind believe we look into a 3D environment while in fact, it’s just the 2D flat surface of our display. The next video clip illustrates several examples of a rectilinear projection with different field of view from the front and top down perspective.
From a top down perspective, you can clearly see that the rectilinear projection of the gaming world looks like an arc of a circle. This circle has the largest radius in the first image which has a 90° FOV, and the smallest one in the last image which has a 133° FOV. Also note that the position of the projection (i.e. the display) is closer to the center of the circle in the last image. That’s because there’s an extra 43° of the gaming world that needs to be projected in the last image. But since the display size remains the same (in this case 27 inch), the only solution to create more space is to move the display more towards the center of the circle creating a larger arc to give the user a 43 degree wider viewing angle. In the first image, the FOV is only 90 degrees, meaning the projection can move more to the edge of the circle creating a smaller arc. This implicates that the circle radius gets smaller when the FOV gets higher. If the FOV would be 180°, the projection would be placed in the center of the circle and would have the same size as the diameter.
This also explains why a higher FOV causes a more cylindrical shaped image. As the FOV increases, the projection moves more towards the center, creating a larger circle arc. This forces the projection to bend more into a cylindrical shape, creating more image bending and depth, because the distance between the top of the arc and the center of the projection increases. Since our display is a 2D flat surface that can’t create real depth but only the illusion by creating perspective, the image will start getting distorted when increasing the FOV too much. It feels like the image is bent inwards, like someone pushes a pin into the center. That’s why this effect is called “pincushion distortion”, which makes objects at the edge of the screen unnaturally large and their shape distorted. This can be very misleading visual information, since the objects will rescale and significantly decrease in size when turning towards them. Pincushion distortion can have a negative impact when it’s heavily noticeable. The next video clip will demonstrate this effect with different FOVs.
Even though it’s the exact same object, there is a significant difference in size and shape between the object at the edge of the screen and the one in the center. Even with a relatively small FOV of 90°, it’s still noticeable. When the FOV increases, the projection is forced to move backwards and bend more. The scaling difference builds up very fast, distorting the image and messing up with your visual input. Again, the wider the FOV, the more the image will bend, the greater this effect will be. That’s why it’s important to find a FOV that works for you, considering both what you want to see of the environment at any time (FOV), and the amount of image distorting that comes with it.
Not only does field of view influence the visual information, it affects crosshair movement as well. Crosshairs don't move with a constant speed in FPS games, because of the rectilinear projection method that’s causing image bending. This next video will demonstrate crosshair movement in a 3D environment, with different field of views.
To demonstrate this effect, we’ve written a script that simulates mouse movement at a constant speed. The video overlay equally divides the screen into percentages. 0% represents the center of the screen, 100% the edge. You would assume the crosshair will move at a constant speed. But as you can see, this isn’t the case. Instead, the crosshair’s velocity increases more towards the 100% mark, representing the edge of the screen. Looking at this from a top down perspective shows why.
If you look at the circle arc, which represents what's visible, you can clearly see that the object we’re tracking moves with a constant speed along the arc. The decrease in distance between the projection and the object is directly related to the crosshair speed. As you can see in the video, the decrease in distance per mouse count is a lot higher between 50% and 100% than between 0 and 50%, resulting in a higher crosshair speed.
As usual, the FOV is the crucial factor in all of this, because it determines the image bending and therefore the circle arc. The higher the field of view, the more the image will bend, the more the circle arc will curve, the greater the distance between object and display will be, the more the crosshair’s speed will increase towards the edge, the more deviation there will be from pointer movement with a constant speed.
So to do some myth busting, the above implicates that you cannot synchronize linear mouse movement (like in a 2D desktop environment) with a 3D environment like a FPS game across the whole field of view. It’s only possible using one reference point on the screen, as the next video clip will demonstrate.
It’s still a common misconception among gamers to think that you can fully synchronize your in-game crosshair movement with your desktop pointer movement. The first video will demonstrate that this cannot be accomplished. Click on "learn more" to learn why. The second video shows the best thing we can do to get as close as possible using what we call “reference point synchronization”. This basically means that, based on your field of view, we calculate the best point (i.e. percentage, as described in the previous paragraph) to synchronize both the 2D and 3D movement, giving you the best possible desktop match, and keeping the average deviation between 2D and 3D movement to a minimum.
To illustrate the fact that you cannot fully synchronize your crosshair movement with your desktop pointer movement, we’ve made two overlays: one for our aim trainer (representing 3D crosshair movement), and one for the desktop environment (representing 2D pointer movement). As the results show up it’s clear that 3D crosshair movement deviates quite a lot from 2D pointer movement. A 2D pointer moves with a constant speed. All 1280 mouse counts are equally divided across the screen meaning that every 10% represent 128 counts (we’re using a 2560x1440 screen). A 3D crosshair doesn’t move with a constant speed (cf. “synchronizing field of view between game and trainer”). The mouse counts are divided across the screen depending on the field of view. As you can see it’s impossible to synchronize 2D and 3D movement across the whole screen since their movement is fundamentally different. Luckily, we can synchronize both movements with one point on the screen. Therefore, we calculate the best reference point for the selected field of view to bring the average deviation between both types of movement to a minimum. This is demonstrated in the second video.
To show how reference point synchronization works, we’ve have made three examples, using three different reference points to synchronizing both types of movement, all with the same 133° field of view. The first example uses the 20% mark as reference point, the second one uses the 57.4% mark and the last one uses the 100% mark, which is the edge of the screen. The results speak for themselves: the 57.4% mark is the best reference point when using a 133° field of view, doing overall the best job in keeping the deviation between both movement types to a minimum across the whole screen. The 20% mark is only a better choice between 0 and 38% of the screen and the 100% mark only between 68% and 100%. Also note that the amount of mouse counts differs from 1280 when using the 20% and 57.4% marker as reference point. This is normal, since the Look Speed of the aim trainer has been increased, because the crosshair needs to catch up with the arrow of the desktop 75% and 42.6% faster than when synchronizing with the 100% marker. So to compensate the increase in Look Speed, the amount of mouse counts needs to be decreased to make sure that the distance the crosshair travels remains the same, or else the crosshair would cross the 100% marker.