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GUIDE TO ADS SENSITIVITY IN Y5S3



Let’s talk sensitivity. ADS sensitivity (not your feelings). Today we’re going to teach you how to convert your old sensitivity settings from the old sensitivity system to the new one in Y5S3.

Keep in mind that when Shadow Legacy goes live, it will automatically convert your old sensitivity settings into the new system! The automatic conversion should preserve the original ADS feeling you had before the new season when it goes to live. It will switch your ADS settings to "Advanced" mode and adjust the per-zoom sliders to replicate the previous sensitivity settings.

Table of Contents
Context
- - Issues with the old system
- - Improvements with the new system
Conversion Guide
- - Conversion calculator
- - 'The Maths'
Example Calculation
Getting Technical

CONTEXT


Previously, ADS sensitivity used constant multipliers. Every zoom level had their own constant multiplier which was used to adjust the sensitivity while in ADS. This caused a few issues we wished to address this season with the addition of new scopes.

[h2]A NEW ADS SENSITIVITY SYSTEM IN Y5S3[/h2]

QOL and Improved Customization

The first issue with the old system was a straightforward QOL problem. With a single ADS sensitivity slider, it was difficult to have different sensitivity preferences depending on the zoom level. This forced some players to constantly adjust their ADS settings between rounds if they wanted to switch scopes with different zoom levels. To make everyone’s life better, the new "Advanced" settings allow players to customize sensitivity per zoom level with the new sensitivity sliders without having to adjust each time you change.

Improved ADS Sensitivity Consistency

The second issue is a bit more complex. We realized it was difficult for players to get a consistent feeling between zoom levels due to the fact that the constant multipliers differed from one zoom level to another, and because of other external factors not directly taken into account such as the field-of-view (FOV). This meant that players would often resort to third party calculators to achieve the desired effect. So, to improve consistency we looked at 360 Distance and Visuomotor Gain (scroll down for an in-depth explanation).

[h2]CONVERSION GUIDE:[/h2]

Method 1 - Easy Mode: Automatically find and convert your sensitivity settings with our handy-dandy spreadsheet.

Method 2 - Hard Mode: If you want to ‘Do the Maths’. Look below.

🤓 Math time

[h3]INPUT VARIABLES:[/h3]

  • OldADS = The old ADS sensitivity value in the options.
  • VerticalFOV = The FOV value in the display options for PC, or 60 degrees for consoles.
  • AspectRatio = The aspect ratio of the display. For most cases, the game resolution width divided by the height (e.g. 4/3, 16/9, 16/10) should be correct.
  • NewADS = The new ADS sensitivity value in Shadow Legacy (Y5S3).


[h3]ZOOM LEVEL MULTIPLIER LOOKUP TABLE:[/h3]


[h3]EQUATIONS:[/h3]


If HorizontalFOV > 150 degrees, recalculate the VerticalFOV:







[h3]EXAMPLE:[/h3]

STEP 1: FIND YOUR SETTINGS

Look up your settings. A 16:9 aspect ratio will be 16/9, and 60 degrees will be 60.

In our example, we have:

  • Display aspect ratio of 16:9.
  • FOV setting of 60 degrees.


STEP 2: CALCULATE YOUR HORIZONTAL FOV (calculate new vertical FOV if Horizontal FOV > 150)

Take your vertical FOV and your aspect ratio and plug it into the Horizontal FOV formula. If your Horizontal FOV > 150 you need to use the Vertical FOV formula to recalculate the Vertical FOV.



Here the HorizontalFOV
STEP 3: CALCULATE YOUR FOV ADJUSTMENT

Lets's say you had an ADS value of 30 from the old model and want to know how to set your 1.0x magnification settings.

Look up the FOV multiplier from the table above and plug in your Vertical FOV.



STEP 4: CALCULATE YOUR NEW ADS SETTING

Look up the ADS multiplier from the table above and plug in the FOV Adjustment you just calculated. Multiply by your old ADS setting.



STEP 5: WE MADE YOU DO MATH 😋

In this scenario, an ADS value of 20 should be used for the 1.0x slider of the new model, in order to replicate the feeling of an ADS value of 30 of the old model.

[h2]GETTING TECHNICAL[/h2]

[h3]HOW WE IMPROVED CONSISTENCY WITH ADS SENSITIVITY IN SHADOW LEGACY[/h3]

There are typically two ways to keep a consistent effect when changing zoom levels: maintaining the 360° distance and using visuomotor gain.

[h3]360 DISTANCE[/h3]

A 360° distance system means the same physical distance on the mouse or gamepad stick will rotate your character by a constant angle. The unit of measurement to define this sensitivity is centimeters (or inches) per 360 degrees, which is the physical distance required to do a full rotation of the camera. Maintaining the same measurement means using a high magnification scope can be very disorienting, as the view will wildly change from one point to the next due to the zoom.

However, due to the disorientating effect, it is usually undesirable to make the 360° distance constant across zoom levels. While default adjustments can be set for different zoom levels to prevent this issue, there is no gold standard for determining what should be the default adjustment when zooming at various levels. Moreover, personal preferences and varying opinions make this a less ideal solution.

[h3]VISUOMOTOR GAIN[/h3]

Visuomotor is the coordination of movement and visual perception by the brain. And a Visuomotor Gain system scales the rotation linearly in order to maintain better consistency and perception when rotating your view.

To break it down further, let's start with an analogy. When you look at an image and move it around with the mouse, you normally expect the same physical distance on the mouse to always move that image by another constant physical distance on your monitor. When you zoom in on that image, you also expect the visual relationship between those distances to remain the same.

In Siege, the image is actually what you view through the player's camera, and "moving it around" in that context means "moving the 'panoramic view' around". Once again, regardless of the zoom, a given physical mouse or gamepad stick distance will always match another physical monitor distance and scale linearly. So in practice, the more you zoom in, the less the camera will rotate in degrees, therefore automatically increasing the 360° distance.

Because of the consistent feeling visuomotor gain provides across all zoom levels, we decided to use it as the new ADS sensitivity model in Siege.

From now on, new R6 players will have an ADS sensitivity value of 50 for all zoom levels. This value of 50 gives a neutral and consistent transition between hipfire and ADS with regard to physical mouse/gamepad stick distance versus physical monitor distance. Other similar FPS games also use similar values to achieve the same effect.

Side Note: If you are on PC and have modified the XFactorAiming value of your GameSettings.ini file, this will unfortunately affect the neutral ADS value of 50. Instead, the neutral value will be (1 / XFactorAiming).

For players who would still prefer to use the previous model, use the guide above to convert the old ADS value to the new ones, which should allow you to replicate it with the new system.

To learn more about the new sights and scopes coming in Y5S3, you can also check out our Sights/Scopes Dev Blog!

Hyper Scape and Rainbow Six Siege details in store for next Ubisoft Forward

September 10's Ubisoft Forward showcase will reveal a swathe of new information, changes, and even "surprises" around some of the developer's most popular games, including Hyper Scape and Rainbow Six Siege.


While single-player titles such as Watch Dogs: Legion and potentially the new Assassin's Creed game will also feature, we're really interested in some new juicy details on some of Ubisoft's multiplayer titles. Twitch-integrated battle royale Hyper Scape, which yesterday received its first big update since fully launching in August, has failed to sustain the initial popularity it experienced on the streaming platform. Some new details in terms of where Ubisoft might take the Crowncast Twitch extension, which allows viewers to manipulate in-game events, may see more eyes swivel in its direction.


More news on Rainbow Six Siege will also be revealed during next week's Ubisoft Forward, and this will likely revolve around the shooter's next Operation, Shadow Legacy, which is being billed as a game changer for Siege.


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Sam 'Jarvis' Jarvis has signed for Tempo Storm as a flex player in its Rainbow Six Siege roster. Jarvis has been something of an esports journeyman, competing for a variety of teams and competing solo since he made his debut playing Halo 3 in 2008. He replaces Manuel 'Sloppy' Malfer, who was dropped by Tempo Storm recently.


He joins the roster alongside captain and support player Mitchell 'Dream' Malson, flex player Tim 'Creators' Humpherys, secondary entry player Mark 'MarkTheShark' Arismendez, and his former teammate and in-game leader Giuliano 'Krazy' Solon.


"Once again, I'll be playing with my former teammate and friend, Krazy, alongside a group that is talented and hungry to rise up the ranks in the North American League," Jarvis says of the move. "I'm thankful to all of my supporters who have stuck with me over the years, the negative comments that motivate me to stick it out, and my teammates who know what I bring to the table."


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In what is certainly an unlikely mashup, someone's remade the intro to medical comedy series Scrubs in Rainbow Six Siege. Through some clever editing, a popular YouTuber has been able to stage the full opening in the multiplayer game, theme tune and all.


The video was posted on Reddit. Using an in-game green screen and some clever editing, YouTuber JollyPirateDonut recreates the memorable 15 second sequence that opened every episode of the TV show with remarkable accuracy. In case you aren't a Scrubs aficionado, the intro involves all a character walking on-screen in a hospital ward with a chart, handing it off to another, who then places an x-ray chart on a backing light. The main characters all fade between being the person walking and being in the background. It's hard to explain, you need to watch it to understand.


It's not easily replicated, and here JollyPirateDonut has done a very admirable job given he's using in-game footage from a frantic FPS game. An operator carries a package from one door to another in the map Fortress, changing across some 14 operator types, before placing the explosives on an opposing ball and blowing them up. The footage was captured using green screen tools from an old version of Nvidia's GeForce Experience, which he then cut together and placed the song over it. Aside from being mirrored, it's distinctly recognisable, and makes for a catchy lead-in on his latest YouTube video.


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One of the biggest changes hitting servers with the Rainbow Six Siege Shadow Legacy release date is the arrival of three new sights and a global redistribution of optics across the game's 57 operators.


Firstly, no defending operators who still have access to ACOG or higher zoom scopes, except for Vigil, who can still bring the ACOG on his BOSG.12.2 shotgun. Ubisoft has even changed the ACOG added two new maginfication levels, the 1.5x and 2.0x, and adjusted the zoom level of the ACOG so it's now a 2.5x magnification, rather than a 3.0x. The 3.0x magnification still exists as a modified form of the scopes Gridlock and Capitao had on their LMGs - this time they're mainly available on DMRs.


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It's going to take some time learning which operators have gained or lost from the scope redistribution, but in our experience the change is helping to more clearly define each operator's role. It also means we're no longer picking operators solely based on whether or not they can equip and ACOG. Below, we've assembled a really quick overview of the three new sight types so you can see how they look, which operators have had significant scope changes, and more.


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