|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Haerr
Clone Manque
1671
|
Posted - 2014.10.20 16:06:00 -
[1] - Quote
- Input delay
- Negative acceleration
- Frame rate dependant input (no raw) GÇö which leads to variable response from the same input depending on where on the map you are and which direction you are aiming
- Unavoidable pixel skipping
- Limited to using 100Hz polling rate
- No access to settings in any comprehensible way (arbitrary sensitivity scales)
Mouse support is in a inexcusably poor state.
Even if they get around to fixing one of these issues it is still going to be in a very poor state.
If you want to play Dust with your mouse try to avoid playing computer FPSs because going from perfectly decent mouse settings to Dust is a frustrating tedious thing every single time, and detracts heavily from any enjoyment you can have in Dust.
Haerr's huge list of wish for 1.9 - 1.10:
|
Haerr
Clone Manque
1676
|
Posted - 2014.10.22 10:16:00 -
[2] - Quote
Iron Wolf Saber wrote:Watching thread.
I've read through most (not all) the threads and links I could find on mouse issues and made a summary, I hope it helps...
Summary of mouse issues
- Input latency Issue: delay between moving the mouse and something happening on screen Causes: v-sync, post processing, anti-aliasing, frame smoothing, motions blur, etc. (any kind of frame buffers or buffers to mouse input) Fix: Turn off all the things OR add graphics setting that allow us to manually turn them off
- Pixel skipping (minor mouse movements, fine adjustments, are ignored) Issue: regardless of in-game sensitivity, mouse dpi, and/or mouse polling rate there is an unavoidable minimum distance you can turn, the problem is that it is far, far greater than 1 Rotational Unreal Unit (1 URot is 2^16/360) Likely cause: ??? Fix: ???
- No raw mouse input (inconsistent response) Issue: variable response depending on frame rate (the same amount of input gives different response depending on current frame rate, you can easily see and feel this in the Gallente Lag Facility - doing a 360 degree turn you will see that it grinds to a halt while aiming into the centre of the complex) Cause: Unreal Engine does not support raw mouse input. Fix: Reprogram UE to support raw mouse input Workaround: constant frame rate minimises the effects of the issue. Allow us to set a frame limiter to the highest sustainable frame rate - as variable frame rate being the enemy and dips in frame rate being worse than the opposite.
- 100Hz polling rate limit Issue: this is a subset of the "no raw" issue as it stems from having to rely on the PS3 OS mouse input Cause: PS3 OS drivers are weird, while controllers register as a 1000Hz devices they only ever update at a 100Hz interval. Since UE is limited to software input any thing that the PS3 OS does with the input is inherited by Dust Fix: Sony makes a patch Workaround: In GNU/Linux and BSD listen to the raw data of device and forward it to UE. In Windows call GetRawInputData and do the same. Well aware that it would not be necessary in either GNU/Linux, BSD, or Windows as we have access to both the USB driver and System settings. This is only to illustrate that it is possible to do a workaround that does not rely on the host OS mouse support. So make a script, or program, that listens to the raw device input and forwards it to Dust. (Raw input works for the Source engine on PS3 does it not?)
- Negative acceleration Issue: moving the mouse distance X gives less response if you move the mouse quickly. (it is a lot worse with low in-game sensitivity settings.) Likely cause: ??? Fix: ??? Workaround: ???
- No player accessible options Issue: No way for us to access the settings or options we want to Fix: Just give us an advanced options somewhere, it really doesn't have to look pretty - it just needs to be there. And please no more arbitrary sensitivity scales... 0-100 without any explanation is hardly helpful.
Haerr's huge list of wish for 1.9 - 1.10:
|
Haerr
Clone Manque
1682
|
Posted - 2014.10.25 11:59:00 -
[3] - Quote
Turrets need to have War Thunder like mouse controls, meaning that you have a crosshair where the Turret is aiming that chases after where you put your mouse cursor, that way you can have turning limits on turrets feel ok while using mouse and keyboard.
Would be awesome to actually be able to use Dropships and Tanks while using mouse and keyboard...
Haerr's huge list of wish for 1.9 - 1.10:
|
Haerr
Clone Manque
1686
|
Posted - 2014.10.26 10:11:00 -
[4] - Quote
Victor Moody Stahl wrote:As far as tanks, if the mouse worked as you described it does in War Thunder, then that would be an enormous boon to KB/M users, and would really only put us on par with the DS3.
For dropships, I think building the control scheme to work more like aircraft in UT3 did would be a pretty good start on refining it to the peculiarities of the DUSTy derpship.
Side note: War Thunder isn't the only game that supports that style of mouse control. Seems like it's a common thing in a number of flight-sim style games... I wonder why /DUN DUN DUN I am really happy about the balancing work that the Devs have been doing. I just really do hope that they start iterating on the control schemes, as the control schemes are a pretty huge part of the game.
Haerr's huge list of wish for 1.9 - 1.10:
|
Haerr
Clone Manque
1688
|
Posted - 2014.10.26 10:29:00 -
[5] - Quote
Maiden selena MORTIMOR wrote:Haerr wrote:Victor Moody Stahl wrote:As far as tanks, if the mouse worked as you described it does in War Thunder, then that would be an enormous boon to KB/M users, and would really only put us on par with the DS3.
For dropships, I think building the control scheme to work more like aircraft in UT3 did would be a pretty good start on refining it to the peculiarities of the DUSTy derpship.
Side note: War Thunder isn't the only game that supports that style of mouse control. Seems like it's a common thing in a number of flight-sim style games... I wonder why /DUN DUN DUN I am really happy about the balancing work that the Devs have been doing. I just really do hope that they start iterating on the control schemes, as the control schemes are a pretty huge part of the game. Yeah when they give you your facing aiming method they should release a second control layout for tanks with a mapped forward and reverse button so at least on that scheme ds3 isn't inferior mobility wise. For balances sake
That would make a lot of sense.
Just copy the current control scheme and change the left stick to any input = full input.
Haerr's huge list of wish for 1.9 - 1.10:
|
Haerr
Clone Manque
1688
|
Posted - 2014.10.26 10:39:00 -
[6] - Quote
Maiden selena MORTIMOR wrote:Haerr wrote:Maiden selena MORTIMOR wrote:Haerr wrote:Victor Moody Stahl wrote:As far as tanks, if the mouse worked as you described it does in War Thunder, then that would be an enormous boon to KB/M users, and would really only put us on par with the DS3.
For dropships, I think building the control scheme to work more like aircraft in UT3 did would be a pretty good start on refining it to the peculiarities of the DUSTy derpship.
Side note: War Thunder isn't the only game that supports that style of mouse control. Seems like it's a common thing in a number of flight-sim style games... I wonder why /DUN DUN DUN I am really happy about the balancing work that the Devs have been doing. I just really do hope that they start iterating on the control schemes, as the control schemes are a pretty huge part of the game. Yeah when they give you your facing aiming method they should release a second control layout for tanks with a mapped forward and reverse button so at least on that scheme ds3 isn't inferior mobility wise. For balances sake That would make a lot of sense. Just copy the current control scheme and change the left stick to any input = full input. Edit: or make it scale quicker so that when the stick is "half-way-there" it gives out full input count. If you look at the old lav layout full analog vs the new one the new one is almost as good or = kbm lav
Oh right! Why the hell haven't they already made a tank version of that? I guess they would have to move the module selection wheel... to be honest I always wondered why that wasn't already on "Press right stick", it would have been a lot more intuative.
Haerr's huge list of wish for 1.9 - 1.10:
|
Haerr
Dead Man's Game RUST415
1919
|
Posted - 2014.10.27 06:36:00 -
[7] - Quote
Victor Moody Stahl wrote:That's an interesting take. I'm not going to out-and-out dispute it, but I would like to see some evidence of this in action- it just seems very strange, because I've never experienced anything close to AA in any PC shooter I've ever played. The only one I can think of is automatic vertical aim for really old DOS games which were played with keyboard... I know Doom had it for sure but I can't remember if Heretic, Hexen, RotT, or Duke3d did... |
|
|
|