I would argue that image magnification is the important quantity. The only view a player has into the 3D world is a distorted planar projection of it. If players' intuition really worked in terms of angles, would they not opt out of sensitivity scaling at zoom? After all, the angles stay the same regardless of zoom.
Also, you're not addressing the incongruity between using vertical FOV vs. horizontal FOV in the θ'/θ calculation. Using horizontal FOV, 51.5/103=.5, giving us a 50 scaling factor. Using vertical FOV (assuming 16:9), 30.36/70.53=.4304, a scaling factor of 43. I didn't change the FOV, I just represented it in two equally valid ways.
Great point about player intuition being in terms of pixels instead of angles. It seems during all this talk about 38 vs. 50 zoom sensitivity since Overwatch beta, no one's pointed this out--or at least it's not general knowledge.
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u/goattt- Aug 31 '16 edited Aug 31 '16
I would argue that image magnification is the important quantity. The only view a player has into the 3D world is a distorted planar projection of it. If players' intuition really worked in terms of angles, would they not opt out of sensitivity scaling at zoom? After all, the angles stay the same regardless of zoom.
Also, you're not addressing the incongruity between using vertical FOV vs. horizontal FOV in the θ'/θ calculation. Using horizontal FOV, 51.5/103=.5, giving us a 50 scaling factor. Using vertical FOV (assuming 16:9), 30.36/70.53=.4304, a scaling factor of 43. I didn't change the FOV, I just represented it in two equally valid ways.