Regarding mouse acceleration
wiry
Join Date: 2009-05-25 Member: 67479Members
Could anyone explain how this is working on a somewhat technical level. The acceleration curve and such.
If I set mouse acceleration to ON, the more I increase the slider value in the game settings the lower "sensitivity" I get. Thats pretty weird and I don't really understand it.
Am I using it the wrong way?
I would like to make a suggestion to add something like this mouse acceleration script into the game as a replacement for the current acceleration setting, unless I've misunderstood something completely.
I'm not using this program, but I just found it and will be giving it a go tomorrow (hopefully making this post sort of moot).
I have been trying to find the acceleration curve for quake live as I feel it is the acceleration I enjoy using the most. I remember old HL1 days where the acceleration felt really weird, and very few games have had as nice acceleration settings as quake 3/live does.
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I managed to fix acceleration by installing custom mouse drivers and custom programs. Russians mail order brides are probably being sent to my ip as we speak.
If I set mouse acceleration to ON, the more I increase the slider value in the game settings the lower "sensitivity" I get. Thats pretty weird and I don't really understand it.
Am I using it the wrong way?
I would like to make a suggestion to add something like this mouse acceleration script into the game as a replacement for the current acceleration setting, unless I've misunderstood something completely.
I'm not using this program, but I just found it and will be giving it a go tomorrow (hopefully making this post sort of moot).
I have been trying to find the acceleration curve for quake live as I feel it is the acceleration I enjoy using the most. I remember old HL1 days where the acceleration felt really weird, and very few games have had as nice acceleration settings as quake 3/live does.
--
I managed to fix acceleration by installing custom mouse drivers and custom programs. Russians mail order brides are probably being sent to my ip as we speak.
Comments
I'm guessing it's broken then.
This means that slower mouse movements go extra slow and faster go extra fast. It is not linear and never straightline.
http://www.gamefront.com/files/22306419/MarkC_Windows_8+7_MouseFix.zip
^I suggest using MarkC's mouse fix. It contains a good tutorial as well as a little program to test out if the fix did work after you installed it. Your mouse movements will constantly be on a 1-1 scale and you will notice more consistent aim.
I am very aware of the different mouse acceleration fixes that are out there.
I was using MarkC's fix prior to using these custom drivers to be able to play with mouse acceleration, and playing with MarkC's drivers didn't help in the slightest.
You do know I am trying to enable mouse acceleration and not disable it, right?
@Ghosthree3
Also, there actually is a console command to set up mouse acceleration, but it doesn't seem to do anything, and as they changed "I_sensitivity" they might as well have changed "I_accell" and ignored updating the wiki.
i_rawinput true/false Toggle raw mouse input
i_sensitivity <float> Mouse sensitivity
i_accel <float> Mouse acceleration
http://msdn.microsoft.com/en-us/windows/hardware/gg463319.aspx
That link might help you...it applies to windows XP, I believe the formulas have changed slightly for 7/8 though, but the same concept.
And it is not the windows xp/7/8 mouse acceleration curve I am the least interested in, as stated in my first post. It is that the mouse acceleration settings in NS2 makes no sense, and I instead wanted to suggest switching over to how Quake 3 / Quake Live handles mouse acceleration and instead use that curve.
The acceleration that was in games like HL1 (without any CPL Reg-fixes, etc) is directly from windows, I think, and that acceleration was absolutely horrible, and very unpredictable. At least for me.
Even though I very much doubt we'll be getting some advanced mouse settings in ns2, this is some of the things you can change in Quake Live when it comes to mouse settings:
cl_mouseAccel - the usual amount/strength of acceleration (default: 0)
cl_mouseAccelPower - the power of the accelerating term (default: 2)
cl_mouseAccelOffset - the mouse speed at which acceleration begins to apply, below this speed the sensitivity is constant (default: 0)
cl_mouseSensCap - an upper limit on the sensitivity, the sensitivity will not be accelerated beyond this value (default: 0 [off])
cl_mouseAccelStyle - Sets mouse acceleration style.
m_yaw - Horizontal view movement sensitivity
m_pitch - Vertical view movement sensitivity.
m_filter [0|1] - Smoothes mouse movement.
If a small portion of settings like these could get implemented it would be a big step in the right direction I feel. Currently increasing the slider for mouse acceleration ingame decreases your sensitivity (or something else I can't really understand). It could really use an overhaul.
Wtb i_sensitivity, i_accel, i_fov, i_rawinput, i_everything.
It isn't updated though, for instance i_sensitivity was replaced with setsensitivity a few patches back. And, I can't get i_accel to work.
At least you have a few commands..
or at least explain how the current implementation works, please.
what grip style do you use? just get a mouse that has positive acceleration in the sensor because it'll be more consistent than anything you can achieve messing with game filters in any game-across games
Want. Now. (Especially the m_cpi, that shit is SO cool).
The majority of the quake players that you know of, if you watch Quakecon, use/used acceleration. (A couple years ago it was only stermy/strenx who didn't, dunno about now)
I haven't tried mouse acc on source engine in a long time, can't comment.
Yes, I watch a lot of quake and am aware that a lot of players, including myself, use mouse acceleration.