OBS Studio, Davinci Resolve, and TitanTwo device monitor
Just a basic demonstration to use as a reference example.
In most implementations, this is basically set up as:
outputX = angleX*acceleration*(sensitivityX)
outputY = angleY*acceleration*(sensitivityY)
The angle dictates the correct direction, and if both the X/Y are changed together the angle is unchanged, but if different it'll alter the angle.
Lower vertical sensitivity is very common in console games and can help some players from overshooting vertically, but incorrect directions and sensitivity can be jarring for others.
You can maintain correct diagonal movement by using a single sensitivity value, but having that value change based on the angle, but I haven't come across an example in a game. It's not clear if there's any major benefit over this common implementation.
Ultimately offering separate X/Y sensitivity options allows players to set their preference.
16 сен 2024