Yeah. It works for twin stick shooters where there is 1:1 correlation between the stick and aim direction. But first person shooters with a controller, nope can’t do it.I have a lot of respect for people who can aim with a controller.. its such a clunky/difficult way of doing it
... without any aim assist. With any, I don't see even a point in playing.I have a lot of respect for people who can aim with a controller.. its such a clunky/difficult way of doing it
Aim acceleration makes aiming in an FPS awesome. The best ones (Destiny 1, H2/4/5, TF2 after some adjustments) can convince your mind that you are moving your weapon to fire on a target.
Playing without aim acceleration gives the weapon no weight, and it becomes distractingly obvious that you are sliding a cursor across the screen, like a puck on an air hockey table.
I think the people who hate aim acceleration only play via mouse on computer.
I'm one who never looks for or touches any sort of aim settings and I just adapt to what's given to me by devs as default. I normally don't have any issues. But Metro Exodus, it was literally the first thing I noticed when I started playing and the aiming felt God awful!Metro Exodus and Hunt Showdown have dogshit stick aiming. (have not played next gen upgrade)
I've heard excuses that some games do it to give a sense of weight or because the developers don't intend your character to be agile, but I don't buy that excuse.
Wrong lolAim acceleration makes aiming in an FPS awesome. The best ones (Destiny 1, H2/4/5, TF2 after some adjustments) can convince your mind that you are moving your weapon to fire on a target.
Playing without aim acceleration gives the weapon no weight, and it becomes distractingly obvious that you are sliding a cursor across the screen, like a puck on an air hockey table.
I think the people who hate aim acceleration only play via mouse on computer.
... without any aim assist. With any, I don't see even a point in playing.
Its never my skill only. Not in a single hit that the assist is helping with...What do you mean? There is no skill with aim assist on?
I specifically chose a woman that does not wear make up and you would not know whether she had some on or not because her face is naturally beautiful. And this is how I want my aim settings lolWouldn't the control method explained in the OP end up kinda feeling like Fallout 3? That's what I imagine when I hear people ask for straight 1:1 controller aiming. Just vanilla ass FO3.
The secret is having a ton, and making it feel like none. It's the same principle as make-up and women.
As I was trying to figure out if I could find an origin for the term I stumbled across this: Mouse AccelerationAlso also, accelleration on a mouse is a superior way of aiming. There's a reason why the majority of cs 1.6 and quake players used accelleration. It takes way more time to get used to but the end result is always better. The reason why is not used anymore is because "accelleration" means nothing: every game or even every windows version has a different accelleration curve and it's impossible to build muscle memory. You can install specific drivers with customizable accelleration but almost every anticheat blocks them nowadays... so it's almost impossible to get used to it.
1:1 is just way more pratical.
1.33 coefficent (that 2/3 point) is not really a solution.. it's just the less shitty way of converting sens between games. That's one of the main reasons why I usually hate iron sight/zoom in games (that, and 5k hours on cs).As I was trying to figure out if I could find an origin for the term I stumbled across this: Mouse Acceleration
And with a XIM you almost always want the response curve to shoot up at some point, but that's mainly to help your brain deal with the fact that you can't just flick as fast as you want. When you reach the turn rate cap sooner you end up wasting less mouse motion.
And I did always kind of wonder if maybe 'good' acceleration like that site is trying to sell could be useful. Over the past couple of years I've gotten way more analytical about my mouse aim. For a while I went with super low sensitivity, paired with even lower sensitivity for ADS. But even with gigantic mousepads that gets a little unworkable. I'm now at what I'd consider kind of medium-low, I think it's 9 inches for 180 degrees in hip fire, and then ADS going for that same feel adjusted for FOV, so something like Universal Soldier Aiming in Battlefield. Though I find it helps to add just a little more sensitivity the more you zoom in. I think my brain doesn't quite agree with the standard 2/3 of the screen point people have been using to scale sensitivity in recent years.
Anyway, I guess I just don't have enough awareness of how fast my mouse is moving at any given time. Like if I'm flicking on an enemy is that really always slow enough compared to my 180 flick to where I could map out a sensitivity curve to differentiate the two? I kind of want to try it but at the same time, like you say, 1:1 is more practical. And at my current sensitivity everything feels pretty good. I don't find tracking very comfortable at lower sensitivities so I'd still probably be sacrificing some aspects of my aim even if were to improve others.
Holy SHIT. I'm sticking to mouse for FPS. Heh, actually, I've spent some time making my own curves for 3rd-person games, with the windows app for the Elite series gamepad. I've always wondered why it even has the option to turn off the radial correction. What benefit could it give to have it off?OP's heart is in the right place, but his reasoning is all wrong.
Well, I'll throw some notes together for you. Here's what I've found works well as a solid starting point for Gamepad Look Controls.
Values/Settings
ElapsedTime
- Time since last update, in seconds.
PitchRate
- User applied vertical analog stick movement, -1 to 1.
YawRate
- User applied horizontal analog stick movement, -1 to 1.
PitchSensitivity
- Desired pitch rate in degrees per second. Default, 120.
YawSensitivity
- Desired yaw rate in degrees per second. Default, 160.
ResponseCurve
- Magnitude of the input adjustment. 1 is linear. Greater values give smaller movements closer to the center and larger movements closer to the edge. Default, 2.
ExtraPitch
- Extra pitch to apply when at max input. Generally shouldn't be used. Default, 0.
ExtraYaw
- Extra yaw to apply when at max input. Can allow for quicker turns. Default, 220.
RampUpDelay
- How long to wait before applying Extra Pitch/Yaw, in seconds. Default, 0.
RampUpTime
- How long it takes to reach total Extra Pitch/Yaw, in seconds. Default, 0.65.
RampUpLag
- Add a slower or faster build-up to the acceleration of Extra Pitch/Yaw. 1 is linear. Greater values slowly add extra input and then pick up speed. Default, 1.5.
InnerDeadzone
- The amount of input to ignore near center, 0 to 0.5. Default, 0.15.
OuterDeadzone
- The amount of input to ignore near the edge, 0.85 to 1. Default, 0.99.
Use a Radial Deadzone Correction. Applying deadzone calculations independently will give you a cross shaped pattern that is not good for these types of games.
Next, determine if the user input is at max (edge). Keep track of how long it has been there.
Adjust Pitch/Yaw Rates using the Response Curve:
AdjustedPitchRate = pow(abs(PitchRate), ResponseCurve) * sign(PitchRate)
Calculate the "final" Pitch/Yaw Rates:
FinalPitch = PitchSensitivity * AdjustedPitchRate * ElapsedTime
If Time at Max Input is greater than Ramp Up Delay, apply the Extra Pitch/Yaw:
FinalPitch += pow(clamp((TimeAtMaxInput - RampUpDelay) /RampUpTime, 0, 1) RampUpLag) * ExtraPitch *AdjustedPitchRate * ElapsedTime
Finally, make these calculations adjustable by the users. CoD, Titanfall, Apex, Battlefield are all great examples.