Perspective from someone that played the first alpha, then the first beta, then left...

Andrew_e1Andrew_e1 Join Date: 2005-01-07 Member: 33331Members, Constellation
edited January 2012 in NS2 General Discussion
Hello,

So back when the alpha came out I opened it and after 5 mins of TRYING to play it I closed it. A while later the "BETA" came out and after again.."trying" to play it, I closed it and pretty much decided I would ignore NS2 till much more progress had been made. To be honest, I sort of lost hope and thought NS2 would never reach the immersion and polished feel of NS1.

So a few days ago I'm scrolling through my steam list and decided to install NS2 just out of curiosity, I had REALLY low expectations.

This time I was able to actually join and MOVE inside a game, and I started playing on marines and I think I spent like 10 mins just looking around and seeing how
stuff worked. The game was already advanced so there were a lot of unlocks and structures built. Around 20 mins in, it hit me... NS2 will be something really really big, that is...depending on how polished the final product will be.

As of now the game looks <b>gorge</b>ous (see what I did there) and I started imagining how big 15-15 battles would pan out, and I got REALLY excited again.

The guys at unknownworlds are making some amazing work, and I'd like to thank them for their hard efforts. Can you please work faster though? I'll send a pizza every now and then if it helps...


On the other hand, there's 1 thing that has been bothering me since the engine test came out, and that is the "mouse feel" of the game. I can't put my hand on it but moving my crosshair around in NS2 feels really different from every other FPS out there. Even though I'm getting 40-50 frames per second, something just feels wrong... I feel like the movement is not smooth enough? like if you move your crosshair reaaaally slowly, it moves in "steps" instead of a smooth movement. Not really sure but I hope someone can back me up on this.

<b>Edit:</b> Made a video <a href="http://www.youtube.com/watch?v=jeZPDD32gQc" target="_blank">http://www.youtube.com/watch?v=jeZPDD32gQc</a>

So that's it and I look forward to seeing more progress on NS2 and I really hope this is the year it gets released.

One last thing, I love the look of the phase gates but I was wondering if there's a possibility of making the phase gates more of a "portal"? So you could get near it and see the location it teleports you to... also it would make a smoother transition? as of now its a little annoying to move through phase gates since theres a bit of lag. It's just a thought tho.

Cheers!
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Comments

  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    A work-around I've used for the mouse issue is to crank down the sensitivity ingame, but crank it up a bunch outside of the game (I have a MX518 so I just jacked up its DPI to the highest setting).
  • DeKayDeKay Join Date: 2009-06-08 Member: 67752Members
    Try to disable Vertical Sync, that may do the trick for the mousefeel.

    I think the mouse feels just fine and I am very sensitive to stuff like that.
  • SmasherSmasher Join Date: 2005-03-06 Member: 43732Members
    <!--quoteo(post=1896046:date=Jan 20 2012, 01:57 AM:name=Andrew_e1)--><div class='quotetop'>QUOTE (Andrew_e1 @ Jan 20 2012, 01:57 AM) <a href="index.php?act=findpost&pid=1896046"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->On the other hand, there's 1 thing that has been bothering me since the engine test came out, and that is the "mouse feel" of the game. I can't put my hand on it but moving my crosshair around in NS2 feels really different from every other FPS out there. Even though I'm getting 40-50 frames per second, something just feels wrong... I feel like the movement is not smooth enough? like if you move your crosshair reaaaally slowly, it moves in "steps" instead of a smooth movement. Not really sure but I hope someone can back me up on this.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I experience the exact same thing, just with NS2 aswell, and I can't really figure out why. It sort of feels like the turning/aiming is a little awkward + like you're using a really old mouse with a mouse-wheel.. the cross-hair moving in "steps" rather than smooth.
  • OutlawDrOutlawDr Join Date: 2009-06-21 Member: 67887Members
    <!--quoteo(post=1896057:date=Jan 20 2012, 01:28 AM:name=ScardyBob)--><div class='quotetop'>QUOTE (ScardyBob @ Jan 20 2012, 01:28 AM) <a href="index.php?act=findpost&pid=1896057"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->A work-around I've used for the mouse issue is to crank down the sensitivity ingame, but crank it up a bunch outside of the game (I have a MX518 so I just jacked up its DPI to the highest setting).<!--QuoteEnd--></div><!--QuoteEEnd-->

    Thats what I started doing for another game, and when I applied it here it did help.
  • MaxMax Technical Director, Unknown Worlds Entertainment Join Date: 2002-03-15 Member: 318Super Administrators, Retired Developer, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, Subnautica Developer, Pistachionauts, Future Perfect Developer
    Thanks for your comments! Your description of your mouse situation has given us some ideas. Can you try running the game with raw input disabled to see what (if any) difference it makes for you? You can do this by typing i_rawinput false at the console.
  • SkymanderXSkymanderX Green Marine - The Few, The Proud, The Green. Join Date: 2011-07-29 Member: 113006Members
    I think the phase gate is a really good idea. So that when you look at the portal you see the other side of the gate.
  • PeabushPeabush Join Date: 2007-07-13 Member: 61575Members, Reinforced - Shadow
    I too feel the mouse being a little different from other fps games. I however experience it as if I'm riding on the back of a football and the weapon is on the front of the ball. . I want to say a lot of smart things about the turn axis and so forth but lack the words to explain it.
  • Squeal_Like_A_PigSqueal_Like_A_Pig Janitor Join Date: 2002-01-25 Member: 66Members, Super Administrators, NS1 Playtester, NS2 Developer, Reinforced - Supporter, WC 2013 - Silver, Subnautica Developer
    <!--quoteo(post=1896046:date=Jan 20 2012, 05:57 AM:name=Andrew_e1)--><div class='quotetop'>QUOTE (Andrew_e1 @ Jan 20 2012, 05:57 AM) <a href="index.php?act=findpost&pid=1896046"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->One last thing, I love the look of the phase gates but I was wondering if there's a possibility of making the phase gates more of a "portal"? So you could get near it and see the location it teleports you to... also it would make a smoother transition? as of now its a little annoying to move through phase gates since theres a bit of lag. It's just a thought tho.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Thanks for the feedback.

    We eventually do want to have phase gates use portal tech. It is one of the reasons why they were designed as doorways rather then platforms like in NS1. However, with the amount of high priority items left to do on the game, that will need to wait until after we release 1.0

    --Cory
  • Andrew_e1Andrew_e1 Join Date: 2005-01-07 Member: 33331Members, Constellation
    <!--quoteo(post=1896165:date=Jan 20 2012, 11:59 AM:name=Max)--><div class='quotetop'>QUOTE (Max @ Jan 20 2012, 11:59 AM) <a href="index.php?act=findpost&pid=1896165"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Thanks for your comments! Your description of your mouse situation has given us some ideas. Can you try running the game with raw input disabled to see what (if any) difference it makes for you? You can do this by typing i_rawinput false at the console.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Thanks for your reply!

    Didn't notice a difference. I made a video to demonstrate the changes and what I meant on the "step" feel...

    <a href="http://www.youtube.com/watch?v=jeZPDD32gQc" target="_blank">http://www.youtube.com/watch?v=jeZPDD32gQc</a>


    <!--quoteo(post=1896199:date=Jan 20 2012, 01:25 PM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Jan 20 2012, 01:25 PM) <a href="index.php?act=findpost&pid=1896199"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Thanks for the feedback.

    We eventually do want to have phase gates use portal tech. It is one of the reasons why they were designed as doorways rather then platforms like in NS1. However, with the amount of high priority items left to do on the game, that will need to wait until after we release 1.0

    --Cory<!--QuoteEnd--></div><!--QuoteEEnd-->

    Awesome!
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    Thanks for the feedback and words of encouragement, Andrew! It is quite heartening for us to hear.

    I just heard Max and Dushan talking about mouse acceleration, dpi and running some tests, so I think your video has helped. We're on it.
  • KoruyoKoruyo AUT Join Date: 2009-06-06 Member: 67724Members, Reinforced - Shadow
    edited January 2012
    Isnt this movement more dependent on the mouse, surface and mousesettings he is using... I dont have this problem with my mouse.(tho the steelseries xai has a little ("hidden") mouse acceleration even tho its off in all settings/driver... some mice might not have this => a bit bigger steps/not as fluid movement)

    But maybe a mouse acceleration ingame settings wont hurt, as long as you can turn it of :)

    I suggest Andrew should make a movie doing the same but just on the desktop (not ingame) just to have a comparison maybe? (also tell us mouse, driver settings, and mouse windows settings)
  • Andrew_e1Andrew_e1 Join Date: 2005-01-07 Member: 33331Members, Constellation
    <!--quoteo(post=1896224:date=Jan 20 2012, 02:33 PM:name=Flayra)--><div class='quotetop'>QUOTE (Flayra @ Jan 20 2012, 02:33 PM) <a href="index.php?act=findpost&pid=1896224"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Thanks for the feedback and words of encouragement, Andrew! It is quite heartening for us to hear.

    I just heard Max and Dushan talking about mouse acceleration, dpi and running some tests, so I think your video has helped. We're on it.<!--QuoteEnd--></div><!--QuoteEEnd-->

    No problem, if you guys need anything else just ask!

    <!--quoteo(post=1896233:date=Jan 20 2012, 02:54 PM:name=Koruyo)--><div class='quotetop'>QUOTE (Koruyo @ Jan 20 2012, 02:54 PM) <a href="index.php?act=findpost&pid=1896233"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Isnt this movement more dependent on the mouse, surface and mousesettings he is using... I dont have this problem with my mouse.(tho the steelseries xai has a little ("hidden") mouse acceleration even tho its off in all settings/driver... some mice might not have this => a bit bigger steps/not as fluid movement)

    But maybe a mouse acceleration ingame settings wont hurt, as long as you can turn it of :)

    I suggest Andrew should make a movie doing the same but just on the desktop (not ingame) just to have a comparison maybe? (also tell us mouse, driver settings, and mouse windows settings)<!--QuoteEnd--></div><!--QuoteEEnd-->

    I've been using my MX518 for the past 7 years, without logitech software installed... I switch between 800 and 1600DPI, 800 generally being the "sweet spot". You can see the NS1 video at the end with the same mouse DPI settings and you can see its much smoother!
  • MaxMax Technical Director, Unknown Worlds Entertainment Join Date: 2002-03-15 Member: 318Super Administrators, Retired Developer, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, Subnautica Developer, Pistachionauts, Future Perfect Developer
    <!--quoteo(post=1896235:date=Jan 20 2012, 01:03 PM:name=Andrew_e1)--><div class='quotetop'>QUOTE (Andrew_e1 @ Jan 20 2012, 01:03 PM) <a href="index.php?act=findpost&pid=1896235"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I've been using my MX518 for the past 7 years, without logitech software installed... I switch between 800 and 1600DPI, 800 generally being the "sweet spot". You can see the NS1 video at the end with the same mouse DPI settings and you can see its much smoother!<!--QuoteEnd--></div><!--QuoteEEnd-->
    The NS1 and NS2 videos are both recorded at 800 DPI?
  • andrewe1andrewe1 Join Date: 2004-04-26 Member: 28203Members
    <!--quoteo(post=1896248:date=Jan 20 2012, 04:45 PM:name=Max)--><div class='quotetop'>QUOTE (Max @ Jan 20 2012, 04:45 PM) <a href="index.php?act=findpost&pid=1896248"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The NS1 and NS2 videos are both recorded at 800 DPI?<!--QuoteEnd--></div><!--QuoteEEnd-->


    Yes, I recorded the NS1 video right after the NS2 one. I should note though, I opened them again and tried with different DPI settings and in NS2 the "steps" are still that big when moving slowly. I tried 400,800 and 1600.
  • JirikiJiriki retired ns1 player Join Date: 2003-01-04 Member: 11780Members, NS1 Playtester, Squad Five Silver
    I've got a bunch of broken MX518'es. I tried to enable higher tickrate and DPI, but the reg haxes didn't work. In fact the old MX518 didn't even move in NS1 if I moved the mouse fast enough. Later I got Razer Deathadder which has lasted ten times longer and its drivers are clutter-free and enable easy switching of DPI/Tickrate.
  • andrewe1andrewe1 Join Date: 2004-04-26 Member: 28203Members
    <!--quoteo(post=1896250:date=Jan 20 2012, 04:59 PM:name=Jiriki)--><div class='quotetop'>QUOTE (Jiriki @ Jan 20 2012, 04:59 PM) <a href="index.php?act=findpost&pid=1896250"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I've got a bunch of broken MX518'es. I tried to enable higher tickrate and DPI, but the reg haxes didn't work. In fact the old MX518 didn't even move in NS1 if I moved the mouse fast enough. Later I got Razer Deathadder which has lasted ten times longer and its drivers are clutter-free and enable easy switching of DPI/Tickrate.<!--QuoteEnd--></div><!--QuoteEEnd-->


    I'm only on my second MX518 in fact, however I've never had trouble using the buttons dedicated to DPIs to switch between modes. A friend just came over and he brought his G700 which has got like 5 different DPI settings, I tried it again and the issue is still there.

    Maybe the others that have said they experienced the same thing could tell us what kind of mouse they are using?
  • Andrew_e1Andrew_e1 Join Date: 2005-01-07 Member: 33331Members, Constellation
    btw im the same andrew as above... I accidentally logged in this account and had forgotten about my older account without the "_"... Created the new one when I donated to the constellation program :)
  • ogzogz Join Date: 2002-11-24 Member: 9765Members
    edited January 2012
    most games have a 'mouse smooth' feature, where the game predicts between 2 mouse 'steps' for you

    is that feature in ns2? and is the 'step' thing what you would notice if you turned it off in other games?

    btw i notice the same issue as well but I just thought my mouse was crap lol

    hm now that i think about it... tf2 does seems a bit smoother than this game
  • WheeeeWheeee Join Date: 2003-02-18 Member: 13713Members, Reinforced - Shadow
    YES! Thank you, the granularity in the mouselook has been bugging me for sometime now. I got used to it, but this is something that should be addressed!
  • Andrew_e1Andrew_e1 Join Date: 2005-01-07 Member: 33331Members, Constellation
    edited January 2012
    <!--quoteo(post=1896304:date=Jan 20 2012, 09:36 PM:name=Wheeee)--><div class='quotetop'>QUOTE (Wheeee @ Jan 20 2012, 09:36 PM) <a href="index.php?act=findpost&pid=1896304"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->YES! Thank you, the granularity in the mouselook has been bugging me for sometime now. I got used to it, but this is something that should be addressed!<!--QuoteEnd--></div><!--QuoteEEnd-->


    I'm really surprised more people hadn't noticed this yet... I got a friend to play NS2 today (same boat as me, got tired of alpha and decided to wait) and he liked it but thought there was something weird with the feel of the game.... I pointed him to my thread and he said that was it!

    Good thing its been awknowledged now though! :)
  • BiglinesBiglines Join Date: 2003-12-07 Member: 24094Members, Constellation
    PLEASE don't make the mouse the same as other games... games like fallout 3/new vegas, or skyrim, but also udk games have HORRIBLE mouse input. If you want to add smoothing, please make it optional, because for me there is nothing more annoying than this "smoothness" in mouse movements. Every single game I play I try to disable mouse smoothing because it just makes aiming that much more annoying. While it might be more precise because it usually allows u to make very small movements, it's horrible for absolute positioning from a skill perspective. in absolute positioning, if I move the mouse this amount, I get this amount of movement in game, no matter how fast or slow, or with some acceleration curve.

    While the mouselag in 189 made it so bad for me I couldn't play the game, before that patch, and since 190, to me the mouse movement is SPOT-ON, as good as the old halflife feel, and waaaay better than 90% of the games out there.

    So I'm sure that people used to other games would like to see some kind of smoothing in the game, but PLEASE make it optional.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited January 2012
    You're talking about mouse acceleration, not smoothing.

    In fact, smoothing counters the "granularity" that is apparently plaguing the current mouse input in NS2, and these discrete "steps" are exactly the opposite of what you would call precise, and therefore the exact opposite of what you want.

    Here's an extreme example:
    Let's say that if you move the mouse 2cm to the right, you rotate clockwise 45 degrees.
    So if you move 0.2cm to the right, you rotate clockwise 4.5 degrees; let's say that this is the "finest granule" of mouse movement.
    Now what if you moved it 0.12cm to the right, you would want it to rotate 2.7 degrees, right? But if the mouse movement is granular (discrete) you would rotate either 0 degrees or 4.5 degrees. If it were smoothed, you would rotate 2.7 degrees: because perhaps either the granularity is smaller (finer), or the game has interpolated.
    (Disclaimer: the above example is based on common sense and my reasoning, not an actual understanding of game engines and computer hardware.)
    Smoothing = more precision, not less.

    Mouse acceleration is different: The amount of "output" (e.g. number of pixels the cursor moves) you get is not based on your raw "input" (how far you move the mouse) alone, but also the speed of the input (the time or duration). Move 1cm in 1 second = x pixels. Move 1cm in 0.1 seconds = y pixels. y > x.
  • BiglinesBiglines Join Date: 2003-12-07 Member: 24094Members, Constellation
    <!--quoteo(post=1896352:date=Jan 21 2012, 11:45 AM:name=Harimau)--><div class='quotetop'>QUOTE (Harimau @ Jan 21 2012, 11:45 AM) <a href="index.php?act=findpost&pid=1896352"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You're talking about mouse acceleration, not smoothing.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Depends, most implementations of either include at least parts of the other. The example I gave is acceleration yes. But in general, smoothing is done by decelerating movement and then accelerating it again, making smoothing less precise in absolute terms, though it is often easier to make small adjustments. It's impossible to smooth anything out without using prediction (acceleration if next input doesn't match up to prediction), or deceleration (waiting to see if next input is also movement and then acting on it).

    But even if I am completely talking out of my - uh - neck, I really really don't want ns2 to degrade its input by copying most AAA title's smoothing (which is probably influenced by console input), though I understand that people used to those games prefer it, as it feels smoother.

    So I am fully agreed that it's probably good for most people to have the smoothing and acceleration that is the current norm, but I very strongly request that the raw input of the current game remain in the game as an option, even if it requires console commands or a menu item.
  • BiglinesBiglines Join Date: 2003-12-07 Member: 24094Members, Constellation
    edited January 2012
    (Harimau edited his post while i was typing my previous one, so this is reply to the rest)

    <!--quoteo(post=1896352:date=Jan 21 2012, 11:45 AM:name=Harimau)--><div class='quotetop'>QUOTE (Harimau @ Jan 21 2012, 11:45 AM) <a href="index.php?act=findpost&pid=1896352"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->In fact, smoothing counters the "granularity" that is apparently plaguing the current mouse input in NS2, and these discrete "steps" are exactly the opposite of what you would call precise, and therefore the exact opposite of what you want.

    Here's an extreme example:
    Let's say that if you move the mouse 2cm to the right, you rotate clockwise 45 degrees.
    So if you move 0.2cm to the right, you rotate clockwise 4.5 degrees; let's say that this is the "finest granule" of mouse movement.
    Now what if you moved it 0.12cm to the right, you would want it to rotate 2.7 degrees, right? But if the mouse movement is granular (discrete) you would rotate either 0 degrees or 4.5 degrees. If it were smoothed, you would rotate 2.7 degrees: because perhaps either the granularity is smaller (finer), or the game has interpolated.<!--QuoteEnd--></div><!--QuoteEEnd-->
    A smoothing algorythm can not be more precise than the minimum input it gets, and as the game seems to be running by default on raw input, this seems to mean that the only thing smoothing can do is to make more movement into smaller steps (turning smoothing into acceleration). (the game wouldn't know you had moved your 0.12 cm because the operation system or the mouse would have either said 0 or 0.2cm, that's what raw input is as I use it in my interaction designs)

    But Like I said in the previous post, even if you are completely right, I simply want the <b>option</b> to be able to use the<b> current input model</b>, because for me it's the <b>absolute best</b> I've played since halflife 1 (source engine is ok, but imho worse than hl1).
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited January 2012
    As I understood it from Andrew et al, the issue with the current NS2 system is that the NS2 mouse input doesn't even <b>approach</b> the precision of the hardware mouse input, leading to granularity. The problem might not even be with reading the input (it could be), but could be with transforming the input to output. If it were working correctly, perhaps the only way you could really experience granularity would be if you were using a ridiculously high mouse sensitivity (or a ridiculously low DPI mouse) such that you would approach and exceed the precision of the hardware mouse input.
  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    strangely enough i don't get those jumps with my mouse. its probably dependent on some other settings? I had that issue back when the lerk had the sniper spike, when in sniper mode the jumping was clear. Now i can move pixel by pixel (at least i think so, my eyes might not be exact enough)
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    edited January 2012
    After seeing this I have to confirm that I also get this, but I thought it was just because I used a ballmouse.

    The ballmouse obviously has issues with smoothness, but I am 90% sure I can CONFIRM this is not a just a issue with infa-red/led/digital mice.

    I was watching some old NS1 clan match vids today as well, and the movement seems a lot sharper also. Which made me think:



    <b>On another note:</b>

    I think the big thing about the HL engine, is that a lot of mods were all about tactical gameplay using sound (cs/dod/ns) and this is not the case in NS2.

    I feel that this is something that is missing, and may be in part an issue because of hard to hear sounds/too much clutter.

    Also, I think marines should always be running - and walk to stay quiet.

    This is really missing from games in the early 2000s, where now, game designers tend to have too many sounds playing at once. In my opinion.

    This is coming from someone who used to play against clans in CS at a fairly level/ UK Lan, and grew up around HL mods.
  • Fluid CoreFluid Core Join Date: 2007-12-26 Member: 63260Members, Reinforced - Shadow
    edited January 2012
    Did a test in turtle readyroom and found out what is causing this. I have a G9 mouse with adjustable sensitivity, so I could combine game sensitivity and mouse sensitivity to get turning rates close to what I want. Setting game sensitivity to maximum (and mouse to 200 dpi), moving the mouse one "step" (you start to move the mouse slightly, and nothing happens before you have moved a certain distance; one pixel on the screen on desktop), a large step was moved ingame. Reversin it, setting the game sensitivity to minimum (slider at two pixels from the left side: 0 or 1 pixel and you are unable to turn at all), the steps ingame was also one pixel. I tried this with both 200 dpi on mouse (but then I have to move mouse quite far before one step) and with 3200 dpi (then I have trouble not moving the mouse to far for 1-pixel movements, but it is doable).

    Summarize:

    High in-game sensitivity: large steps

    Low in-game sensitivity: small steps



    Really need adjustable dpi to make such low sensitivity usable though. I had to use 3200 to get decent turning speed. And even that was slightly to low for my taste.

    I <i>think</i> what the game does now is multiply the sensitivity with the mouse movement to make it faster. This means that the minimum of one movement registred by the mouse (1 pixel) turns into, whatever amount the game has for sensitivity, for example the minimum step turns into 10 pixels. As said, however you smooth the mouse movement, you can never have more accuracy then the mouse. Obviously the mouse register movement before it signals that it has moved enough to adjust the position, and for the game to feel "smooth" while allowing separate adjustment of sensitivity apart from the mouse, you would need to be able to access this and turn (in the example above) 1/10 of a pixel movement into 1 pixel moved.

    <i>I guess this also means that I'll have to play with my G9 again that turns of itself on random points, before I get around to get a new mouse... Oh well.</i>
  • NurEinMenschNurEinMensch Join Date: 2003-02-26 Member: 14056Members, Constellation
    What I find interesting is how much thought one has to put into even such "simple" tasks like turning around with the mouse, at least in FPS games where a high degree of precision and the right "feel" make a big difference.
  • maessemaesse Join Date: 2010-04-08 Member: 71213Members
    Mouse smoothing in ioquake3:

    <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->// allow mouse smoothing
    if ( m_filter->integer ) {
         mx = ( cl.mouseDx[0] + cl.mouseDx[1] ) * 0.5;
         my = ( cl.mouseDy[0] + cl.mouseDy[1] ) * 0.5;
    } else {
         mx = cl.mouseDx[cl.mouseIndex];
         my = cl.mouseDy[cl.mouseIndex];
    }
    cl.mouseIndex ^= 1;
    cl.mouseDx[cl.mouseIndex] = 0;
    cl.mouseDy[cl.mouseIndex] = 0;<!--c2--></div><!--ec2-->

    Basically spreading one mouse-move over two frames. So instead of you mouse going 0 0 1 0 0, it goes 0 0 0.5 0.5 0.
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