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How different horizontal/vertical sensitivities change cursor direction. 

EternalDahaka
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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.

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16 сен 2024

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Комментарии : 17   
@BlackAera
@BlackAera 10 месяцев назад
This channel is highly underappreciated. This information is vital these days where we have to deal with shitty ports and half broken controls
@vlodek69
@vlodek69 9 месяцев назад
Idk what I was expecting, pretty darn straightforward
@tackier52
@tackier52 9 месяцев назад
This got me crying in the club rn
@RyanScarbrough
@RyanScarbrough 9 месяцев назад
i also go clubs every day
@Tsxkasa
@Tsxkasa 4 месяца назад
Hey is there any way that you can test this for call of duty Warzone, I want to try and match my sens to other games but I can’t seem to find the difference with the vertical and horizontal sensitivity
@EternalDahaka
@EternalDahaka 4 месяца назад
I've just finished testing Warzone 2.0, but vertical sensitivity tests aren't perfect, and hipfire and ADS have different ratios so it's not possible to make them the same. I've estimated that vertical is about 35% the horizontal in hipfire(ranged from ~33-37%), and 65% of horizontal in ADS. It's not perfect, but you can use this graph to gauge the horizontal and vertical sensitivities in hipefire and ADS: www.desmos.com/calculator/mivaetku4u
@Tsxkasa
@Tsxkasa 4 месяца назад
@@EternalDahaka perfect, thank you so much for your hard work!
@Nythos
@Nythos 8 месяцев назад
Hi, wanted to ask a question about deadzones. Is there a software that "removes deadzones in games" like buffering an input to be a higher percentage or something like that. Thanks
@EternalDahaka
@EternalDahaka 8 месяцев назад
Yes, there are a few programs on PC that offer antideadzone options. The most general option is using Steam's Input customization and editing the antideadzone(the output/starting movement) and the deadzone(input/desired deadzone). DS4Windows offers the same options if you use PlayStation controllers. Durazno and x360ce are options for Xbox controllers for games with XInput.dll files in the game's directory. The paid version of reWASD has custom acceleration curve options which can be used to counter/edit deadzones in games. For Steam, DS4W and reWASD? these programs create a fake controllers with these new output settings, so it's important to 'hide' the original controller of the game my see both the original and simulated controller and create double inputs. Additionally on PC, you can bypass emulating around a game's deadzone by either disabling the native game controller support, or use HidHide to hid the controllers from the game, and instead bind your controller through M&KB emulators. This can be preferable for some games with deadzones that can't be countered well. On console you'd need something like the Titan or Cronus adapters. The default plugins for the Titan devices can offer this, and there are specific antideadzone scripts offered as well. This is an example of my TitanTwo script in Dark Souls 2 on Xbox One, which functions the same as the equivalent to the Nexusmods/Durazno mod on PC: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-ssUIlQxxkNo.htmlsi=MkM9Dge6h6MCylqM
@Nythos
@Nythos 7 месяцев назад
Thank you for your comment@@EternalDahaka
@Nythos
@Nythos 7 месяцев назад
I added a non steam game and went into steam controller settings enabled steam input, then went into game controller layout,stick settings, custom deadzone, advanced settings, put anti deadzone, made a desktop shortcut and woala, works like a charm.@@EternalDahaka
@mekquake5879
@mekquake5879 9 месяцев назад
so glad i found this video. if it wasnt for this, the jewish elite definitely wouldve gotten me by now
@hrinn
@hrinn 9 месяцев назад
someone explain this to my teeny tiny aimer brain
@jamiethomas4079
@jamiethomas4079 9 месяцев назад
When I played FPS more often I could never get people to understand that a sensitivity other than 1 was the same thing as acceleration. A sens of 1.5 means if you move 30 pixels, you actually move 45pixels, and if you move 200 pixels, it actually moves 300 pixels. That's acceleration. I guess you could say it's linear and able to be accounted for with muscle memory. But I always just used sens 1 and native dpi of the mouse so I got a 1:1 ratio of movement.
@yu-yq4ic
@yu-yq4ic 9 месяцев назад
You can't get ppl to agree with you because you are an idiot. What happens if i change my dpi? If i change my dpi. It changes the pixels per movement. How is that different from changing sens? Or changing my resolution ? Now i need to move more since there are more pixels in the game. Take a good time to think about what I said before replying to me.
@yu-yq4ic
@yu-yq4ic 9 месяцев назад
Take your idea to next level and use 1 dpi. So its 1:1:1 🦾 🧠
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