Exact float values the game uses for the aim, scope, and shoot pipeline. These are not fitted approximations — they are the actual constants applied at runtime.
AIM ENGINE MODEL
Full mathematical reconstruction of Sniper Arena's camera and aim system.
Interactive simulation of the game's aim and camera systems.
Where: slider = in-game value (0-1), screenScale = device-dependent (default 1.0), zoomFactor = (32-zoom)/31 when scoped
0.300
SLIDER
--
GAME VALUE
--
EFFECTIVE (unscoped)
--
EFFECTIVE (x8)
--
GRANULARITY
--
SPEED TIER
DAMPING SYSTEM
Aim smoothing system. Time constants: Pitch/Yaw 2.5s, Roll 6.0s.
Pitch (Up/Down): 2.5s
50% at -- frames (--ms)
90% at -- frames (--ms)
95% at -- frames (--ms)
Yaw (Left/Right): 2.5s
50% at -- frames (--ms)
90% at -- frames (--ms)
95% at -- frames (--ms)
Roll (Tilt): 6.0s
50% at -- frames (--ms)
90% at -- frames (--ms)
95% at -- frames (--ms)
SmoothDamp step response: input a 10° target at t=0, watch aim converge over time
ZOOM & FOV MODEL
Linear FOV interpolation: 30° at x2 down to 1° at x32. Scope sway becomes dominant at high zoom.
ZOOM
FOV
SPEED %
MAGNIFY
SWAY % FOV (H)
SWAY % FOV (V)
PRECISION
MOBILITY
ANGLE CONSTRAINTS
Asymmetric yaw: 20° right, 15° left. The default view is biased left of the field of fire.
Right-Side Advantage
+5° more range to the right. When picking positions, prefer spots where primary threats are center-to-right. Pre-aim at +2.5° yaw for balanced coverage.
Left-Side Limitation
Only 15° left vs 20° right. At x8 zoom, that's 1.2 fewer scope-widths of horizontal travel. Avoid positions requiring heavy left-side tracking.
PLAYER ADVANTAGE ANALYSIS
Derived from the full engine model. Concrete recommendations backed by math.