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Author |
Thread Statistics | Show CCP posts - 5 post(s) |
5aEKUXeRJGJ27kCDnDVYak4
Expert Intervention Caldari State
13
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Posted - 2013.07.02 00:30:00 -
[1] - Quote
Posted: 2013.07.02 00:10
CCP Nullarbor wrote:I'll ask Wolfman tomorrow to see if he has any updates. I know he was discussing aiming with the CPM earlier today.
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5aEKUXeRJGJ27kCDnDVYak4
Expert Intervention Caldari State
49
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Posted - 2013.07.02 19:07:00 -
[2] - Quote
Weird aim assist behavior / acceleration / strange nonlinearity is still here.
I tried to aim ahead of enemy but the cursor seems to gravitate away from target.
Also I tried to orbit a teammate standing still, can't even keep my aim on him.
It actually feels like when the aim assist is turned off, it actually applies negative number to prevent you aiming.
(No it's not my aiming skill or my mouse or whatever I can promise you. It's the game.) |
5aEKUXeRJGJ27kCDnDVYak4
Expert Intervention Caldari State
49
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Posted - 2013.07.02 19:18:00 -
[3] - Quote
Weird aim assist behavior / acceleration / strange nonlinearity is still here. I tried to aim ahead of enemy but the cursor seems to gravitate away from target. Also I tried to orbit a teammate standing still, can't even keep my aim on him. It actually feels like when the aim assist is turned off, it actually applies negative number to prevent you aiming. (No it's not my aiming skill or my mouse or whatever I can promise you. It's the game.) Using 1800dpi Razer Salmosa Korean version, PS3 cursor speed setting slow, aim assist off, in-game mouse sensitivity zero. Non-linearity is the biggest enemy of muscle memory. But I have probably said it too many times already. Even DOOM 1 has better aiming. |
5aEKUXeRJGJ27kCDnDVYak4
Expert Intervention Caldari State
57
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Posted - 2013.07.03 15:27:00 -
[4] - Quote
So... my GIMX parts have arrived. I did a quick test today.
Results are amazing. Basically I've fixed the virtual joystick problem (completely bypassing CCP's virtual joystick and simulate our own DS3 controller) and now it feels like an almost linear input and zero acceleration. The only problem remain is the native speed limit of the DS3 analogue stick (at in-game settings 100%). If you move your mouse too fast you will hit the speed limit which feels awkward. The precision needed some tweaking (deadzone settings etc). Also the framerates can present a challenge to aiming, but in general aiming is much more predictable and there is much less weird magnetic feelings. But without much tweaking it already feels so much better than the native kb/m support. This thing's USB runs at 250hz too! (Compared to the native 100hz)
The keyboard mapping needs some time getting used to since it is now simulating the DS3. The shift key (L3) also toggles sprint which is a bit weird.
Parts. Top right: An ATMEGA32U2 board from Canada (NooElec brand). Bottom left: A bunch of unbranded CP2102 USB to serial boards from China. The seller sent me several by mistake, I just needed one.
Soldering up.
Testing. The instructions were wrong and I had to swap two wires to make it work.
Put on some protective nanites and we are done.
GIMX in action. To the left is my laptop (USB), to the right is mini-usb to PS3 (same cable as DS3 controller).
This is what the settings look like in Windows.
Mouse sensitivites.
What it looks like in-action. All your inputs (keyboard and mouse) will be sent to the PS3 as simulated DS3 controller signals.
Can't say my kd ratio has improved yet but I'm having fun playing with it. I can also dance around corners and toy with enemies with much more accuracy. It's nowhere near perfection, it is only as good as a DS3 controller can get. I need more time tweaking but I think I've already fixed the game to some extent. |
5aEKUXeRJGJ27kCDnDVYak4
Expert Intervention Caldari State
61
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Posted - 2013.07.03 20:23:00 -
[5] - Quote
5aEKUXeRJGJ27kCDnDVYak4 wrote:After extensive testing, I can confirm that CCP's DS3 aiming is broken.
It is not acceleration, it is not smoothing, it is not aim assist, it is PURE JITTER is being introduced into the aiming.
In the GIMX there is a calibration mode which simulates a set of inputs to test if the game is responding as predicted. It can repeat a series of sweeps of set distances (slowly turn left x amount, quickly turn right x amount) for observation so there is unmistakable that the issue is not in the player or DS3 controller. When I run the test, when in theory moving left X and moving right X (EXACTLY the same amount) should end in the same position, the game will turn the aim either not enough or too much.
This is not related to acceleration, sweeps with different speeds were mixed together and the aim do not solely overshoot/undershoot (which would indicate acceleration) but it jitters back and forth. This is done with aiming assist turned off.
This is not related to hardware issues either because different USB polling rates and simulation modes are all tested.
It means Dust 514's aiming somehow introduces RANDOMNESS into your movement from absolutely nowhere and there is no way to eliminate it.
This is a very bad news. Because this proves that Dust 514's aiming has inherited Unreal Engine 3's poor design - aiming cursor movements depend on frames (framerate). And it means that THIS GAME IS NOT FIXABLE because of the engine it uses. A very sad but undeniable truth which will deny any future potential for Dust to become an e-sport.
There, CCP I've done the work for you. You don't have to mess with your sensitivities anymore, the problem is not there.
Can we has Unreal Engine 4 on PS4 now? |
5aEKUXeRJGJ27kCDnDVYak4
Expert Intervention Caldari State
2120
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Posted - 2013.07.23 01:40:00 -
[6] - Quote
Been away for a while, aiming still not fixed? |
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