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Author |
Thread Statistics | Show CCP posts - 5 post(s) |
Magz117
The dyst0pian Corporation Lokun Listamenn
0
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Posted - 2013.06.23 23:36:00 -
[361] - Quote
I must admit that when the beta came out and everything was new especially the aiming and control systems i was bleak, but effective. It was hard to get used to but that was what made the game fun. Now that the updates came along there were a few ups and downs toward to the aiming capabilities and and weapon characteristics. The aiming seems like if it isn't exactly on target and if your weapon is not as good as the rest you are thoroughly screwed. What is needed is weapon attachments for the guns and turrets to increase the effectiveness of your weapon and your character on the battlefield.
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Rei Shepard
Spectre II
350
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Posted - 2013.06.24 06:36:00 -
[362] - Quote
5aEKUXeRJGJ27kCDnDVYak3 wrote:This post is meant for CCP devs. Please forward to relevant parties. I was digging around the internets about mouse lags in Unreal Engine 3, and it seems that Dust 514 doesn't suffer from this problem alone. Here is a summary of contributing factors to lag, and their fixes: 1. Jumpy framerate - irregular framerates, sudden framerate drops, they all make it harder to aim (because your vision of motions is disrupted). Solution: A better and more responsive adaptive degradation to compensate framerate drops. Also see 3. 2. Data streaming - it means the game loads data while playing. Evident from the textures and polygons popping up. This loading contributes to performance issues and influences the framerate. Solution: Turn this off, or limit how much system resources it uses. 3. V-sync - PC FPS players will know this. V-syncs add buffer frames to the output so you are always lagging behind by several frames, usually this must be turned off for competitve gameplay because it is a high contributing factor towards mouse lag. Solution: Turn v-sync off. 4. Post-processing - Dust 514 definitely utilizes post-processing... look at the edges of polygons, the game definitely has some sort of sharpening filter going on, or maybe something else. Like v-syncs, post-processing adds buffer frames that will contribute to lag. Solution: Turn it off. 5. Framerate smoothing - turn it off. Wait a minute, didn't you just say you want a smooth framerate? Yes, but the "framerate smoothing" feature adds lag to the game. CCP you will need to achieve a more consistent framerate with other means. Solution: Turn it off. 6. In Unreal Engine, "[...] mouse is done through the UI (scaleform) and not using a hardware cursor like most games. this makes it FPS-dependant so if the game runs slow the mouse runs slow too." ( Source) "Since the crappy unreal engine 3 (yes I went there) doesn't have hardware mouse support, you'll see the response time of the mouse cursor going down with frame rate." ( Source) This is disappointing. This means we will never see the day of having raw input. Dust is crippled by the Unreal Engine. Solution: Maintain a good framerate and eliminate any framerate drops or fluctuations. Personally I think 24 fps is a good compromise - it is not hard to maintain an all-time 24fps (Dust is not far from that level of performance despite the fps drops) and 24fps looks somewhat acceptable to the human eye, although a bit slow and definitely cannot be compared with 60fps gaming. 7. Mouse smoothing - it adds buffers to your input (aka lag) so turn it off. Solution: Turn it off. 8. Mouse acceleration - it destroys linearity and make movements inconsistent. Turn it off. Solution: Turn it off. 9. Speed limits - "Jump suits limiting turning speeds" completely destroys smaller twitch movements (usually small adjustments while aiming). Only someone who has never played competitive shooters would suggest such a stupid idea. TURN IT OFF. Solution: Turn it off. Review your design philosophy, CCP, do you want this little RPG gimmick ruin the FPS gameplay? It is definitely not worth it. 10. "Enter OneFrameThreadLag.... what is this, you say? I'm not sure, but it has something to do with the mouse lag in Unreal 3 games. Go into the BaseEngine.ini file in the config files, find the variable OneFrameThreadLag, and set it to "False"." ( Source) This seems highly relevant. Perhaps CCP forgot to turn it off when they release the game. Solution: Turn it off. (Set it to false.) TLDR: CCP you have too many things that lag the controls. These are all proven to contribute to lag in other games, and they are all well known to PC gamers who have access to those tweaks. Now that you know what is causing the lags, CCP you will need to simply eliminate them. Remember, a game is about gameplay before pretty graphics. You game is sheet if it looks pretty but have laggy and jerky controls. Also, don't forget to fix your hitboxes and hit detection.
I tried my hand at Planetside 2 this weekend, i tried it in Alpha state witch resulted in sub 10 FPS with a GTX680 and never looked back at it, it was also infested with hackers at the start and i looked trough the settings...
They had and i sh*t you not the options of... ...Raw Mouse input for bypassing any and all Windows Settings ...Input lag reduction at the cost of CPU recourses
A slider for each Sensetivity seperated per weapon classes and in each of those classes you also had a sensetivity slider for ADS and another one for Scoped weapons.
Tank-gun and anything tracks as fast or as slow as you want it, so you can tweak the hell out of it to your hearts content.
Why does the console crowd want to stay restrained by their flawed gaming input is beyond me...
What i dont get is that everyone keeps saying Adapt or die in new eden or HTFU when they sit cozzy in there 3 man tank surrounded by 2 stacked teams from the same corp in a public match... but when it comes down to controlls its "whaaaaaa whaaaaa nerf mouse users"....
Third week in a row now that ive been only sitting in the MCC, havent played a single game since, i play EVE on 3 accounts so because of that sole reason i dont want to drop Dust, but if it wasnt for that 1 connection i would no longer be posting here.
Really sad to still see no response inside this thread AT ALL....
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bolsh lee
Ahrendee Mercenaries Omega Commission
197
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Posted - 2013.06.24 21:54:00 -
[363] - Quote
No response in this thread is sad, but what is even more disappointing is no aiming fix coming with 1.2 and a maybe on 1.3.....
Obviously aiming in an FPS isn't priority to CCP so why even have this thread as a sticky... |
Rei Shepard
Spectre II
351
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Posted - 2013.06.25 06:12:00 -
[364] - Quote
bolsh lee wrote:No response in this thread is sad, but what is even more disappointing is no aiming fix coming with 1.2 and a maybe on 1.3.....
Obviously aiming in an FPS isn't priority to CCP so why even have this thread as a sticky...
Yeah i dont get that part either, its an FPS first, MMO second and thirdly a console game, they should make their priorities up like that. |
5aEKUXeRJGJ27kCDnDVYak3
Kinsho Swords Caldari State
171
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Posted - 2013.06.26 08:27:00 -
[365] - Quote
To disable or lessen mouse acceleration: In PS3 main menu, accessory settings>pointer speed set to slow.
This was reported in the BF3 community to achieve the same effect. I tested it myself in Dust and it gave noticeable improvement. |
PLANETSIDETOOonPS4
Brutor Vanguard Minmatar Republic
0
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Posted - 2013.06.27 01:58:00 -
[366] - Quote
So no fix for aiming issues with 1.2!
Great |
ENZO MATIC
CIVILIAN GUERRILLA
0
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Posted - 2013.06.27 18:54:00 -
[367] - Quote
Get rid of mouse. This is PS3, not pc. |
5aEKUXeRJGJ27kCDnDVYak3
Kinsho Swords Caldari State
227
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Posted - 2013.06.28 01:30:00 -
[368] - Quote
Update from a while ago: no aiming fix in 1.2. |
5aEKUXeRJGJ27kCDnDVYak3
Kinsho Swords Caldari State
264
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Posted - 2013.06.29 08:25:00 -
[369] - Quote
CCP any update? Any progress? Or no progress at all? |
5aEKUXeRJGJ27kCDnDVYak4
Expert Intervention Caldari State
13
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Posted - 2013.07.02 00:30:00 -
[370] - 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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gbh08
Seituoda Taskforce Command Caldari State
48
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Posted - 2013.07.02 17:08:00 -
[371] - Quote
i've only played 4 matches but it seems the framerate has improved, and along with it the aiming is feeling better, character movement also feels alot more responsive and smoother deffo getting there |
5aEKUXeRJGJ27kCDnDVYak4
Expert Intervention Caldari State
49
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Posted - 2013.07.02 19:07:00 -
[372] - 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 -
[373] - 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. |
Ronnie Bernhart
Chaotic-Intent
0
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Posted - 2013.07.03 00:16:00 -
[374] - Quote
Since 1.2 when you are sniper in mountains if you look down your scope at enemy they disappear and sometimes u see head no body other times legs no torso or head and others you'll see name but no person running around |
Rei Shepard
Spectre II
354
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Posted - 2013.07.03 09:05:00 -
[375] - Quote
5aEKUXeRJGJ27kCDnDVYak4 wrote: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.
Idd up that statement and say even Wolfenstein 3D had better aiming on my 286 20mhz PC!
I am going to try out a match tonight after being MCC afk for 3m sp, ill let you know how my findings are after playing Planetside 2 for all this time. |
5aEKUXeRJGJ27kCDnDVYak4
Expert Intervention Caldari State
57
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Posted - 2013.07.03 15:27:00 -
[376] - 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. |
soverign shell
Ahrendee Frontlinez Omega Commission
2
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Posted - 2013.07.03 18:27:00 -
[377] - Quote
Ok so since 1.2 mouse aiming has improved for me, there is still the weird de-accelration/acceleration when making fine movements but since the movement speed in general has increased it feels a **** ton better/smoother....
Keep in mind since uprising I have reprogrammed my mouse down to 1200DPI and since 1.2 Ive decreased my sensitivity down to 80 but since then, it feels smooth... Definitely not raw input but feels closer... |
bolsh lee
Ahrendee Mercenaries Omega Commission
222
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Posted - 2013.07.03 18:29:00 -
[378] - Quote
^ oops that is my alt ^ not sure why the forums keeps posting using that account .... |
Rubico
Seraphim Initiative. CRONOS.
26
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Posted - 2013.07.03 18:42:00 -
[379] - Quote
5aEKUXeRJGJ27kCDnDVYak4 wrote:
This is amazing. It shows how futile CCP's attempts to limit kb/m are. I hope more people add to the headache.
In less technical news, I have found lowering the report rate of the mouse to 200 helps a ton with the input lag (I am using a Logitech G500). |
5aEKUXeRJGJ27kCDnDVYak4
Expert Intervention Caldari State
61
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Posted - 2013.07.03 20:23:00 -
[380] - 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? |
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Rei Shepard
Spectre II
355
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Posted - 2013.07.04 07:00:00 -
[381] - Quote
I played a few matches yesterday and while i need to adjust to the new strafing speeds and getting blinded by my own scrambler rifle and having put the new options both to low and my resolution back to 720p.
I gotta say there is quite a bit of improvement on my side, while everyone else seems to have dropped in performance quite a bit, though i can only benchmark against 3 games i played quickly without much adjustments done to my mouse and i destroyed the opposition 3 times, one time having a full 6 man squad vs little old me fold like wet paper. Its been since chromosone that ive been able to consistently take on full squads solo and survive.
Aiming feels allot better, but i am gonna need a weekend to test out everything. |
FakeMyDeath
Foxhound Corporation General Tso's Alliance
32
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Posted - 2013.07.05 00:13:00 -
[382] - Quote
the aiming is much much better in 1.2... keep up the good work ccp you are in the right direction |
KalOfTheRathi
Talon Strike Force LTD Orion Empire
480
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Posted - 2013.07.05 00:33:00 -
[383] - Quote
5aEKUXeRJGJ27kCDnDVYak4 wrote:Can we has Unreal Engine 4 on PS4 now? No.
However, the actual reason for my reply is to thank you for the reference to GIMX. Both my Xbox 360 and PS3 are horrible with input solutions. I wrote my own evdev solution for linux some years ago and it amazed me how easy it was. Of course the game os for either box is mediocre by comparison but GIMX looks like it can actually solve many issues for normal game play.
I am not a KB/M player. I have them plugged in but I only use the keyboard for text entry (PS text entry is horrible, Xbox is worse) and the mouse when I am at extreme long distance. When the Range Nerf Hammer happened I quit using it. No more long range anything, with the truncated draw distance the targets disappear anyway.
It occurs to me that disabled and partially disabled can benefit from a Raspberry Pi with GIMX connection. Connect a keyboard or more and a mouse that they are comfortable with then any game can playable. Might even work better for original equipment humans (not disabled). A controller could even be configured to emulate the standard one. Did you know that the DS3 has an analog input on every single button? Weird decision.
Again, thanks for the GIMX. If you have a web site that is more an instructables solution I would appreciate a link if you have one and can find the time.
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Chase Chouhada
Osmon Surveillance Caldari State
6
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Posted - 2013.07.07 23:54:00 -
[384] - Quote
So is this thread dead now? Is it in the pits of being ignored by CCP forever?
It's so, so sad to see what has happened to KBM in this game. My misses loved it throughout beta and she even went to Fanfest because of it. It was awesome having a partner who was my logibro. Sadly she's not logged in for ages because she hates the aim since Uprising. She actually wanted to transfer her AUR to Eve so she could buy some shoes or some nonsense from the store :\
I just wish we could get an answer on this: Is is broken because of a technical reason, because you feel you need to balance it more, or you're just not interested with KBM players? It's hard to think it's the latter given all the tournaments at Fanfest were setup with KBM.
Can't begin to say how gutted I am over this entire situation. The Dust devs at fanfest were brilliant, but so much silence on such a major issue is a shame. |
Rei Shepard
Spectre II
358
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Posted - 2013.07.08 06:46:00 -
[385] - Quote
I played a good amount of matches this weekend, like i said before its a whole lot better but when i log into Planetside 2 and turn around 180 degrees with a 3-4mm flick and stop where i want to stop vs stopping where the game wants me to stop, there is still allot of work to be done.
However the strafing speed is rediculous, dont get me wrong i am all for high strafing speeds, it is just that my Amarr Assault suit moves at 6.80ms srpinting speed, i could not catch up with certain people, then i did the sideways crab crawl of speed and gained and sometimes overtook people.
Why can i run faster Sideways?
Its like first we had an Oval overlayed ontop of our aiming circle, that got fixed, now we have an oval in our movement rates.
Makes no sense... |
gamboon
Blauhelme Orion Empire
0
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Posted - 2013.07.09 12:37:00 -
[386] - Quote
I dont have the time to look up stuff thats why I post my prewritten feeback in here:
I am a mouse and keyboard user only. I am unable to use a pad, maybe I am to old and/or blame counterstrike for it. But sometimes I want to switch to a nanohive or to my remote repair tool and I am almost going crazy in choosing it. Cant there be an option to redefine key binds? I dont want to get any advantage there and switch weapons faster. what about free keyboard assignment and when it comes to weapon/equipment switches implement a delay, so that it stays fair with the pad users. Ever experienced to repair someones armor as a logistics and end up repairing the structure behind him? yeah, pretty funny. Dont know if I like or hate it. Friendly target lock anyone? |
bolsh lee
Ahrendee Mercenaries
236
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Posted - 2013.07.09 15:45:00 -
[387] - Quote
Fix aiming not strafing, I see a lot of people bitching about the strafe speeds (All over the forums) but I really think it wouldn't be much of a problem if our aiming wasn't so sluggish and unresponsive..
Sure it feels smoother after 1.2 but please don't stop there, im guessing that's just because of the performance or speed increase which ever one was increased during 1.2.. (according to devs it was only performance)
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Theodosius Atal
LoneStar Industries Comatose Alliance
1
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Posted - 2013.07.09 17:09:00 -
[388] - Quote
It seems impossible to aim accurately fast enough with the Dual Shock controller. The problem is worse when moving - and you have to keep moving if you don't want to die fast.
I really want to see a dev post with statistics on mouse users vs DS3 users. I tried posting a solution to the whole imbalance as a separate topic but I'll repost here:
I've been reading info on forums about CCP tweaking the mouse and Dual Shock inputs in an attempt to balance them. I'm tired of seeing the enemy pulling off aiming and movement precision that I know can only come from using a mouse. I also acknowledge the mouse users don't like being restricted. Efforts to balance them give them a sub-optimal FPS experience.
Doing nothing to sort the problem is just going to result in unhappy players of one sort or another. The best solution I can think of is to separate battles based on controller type. Then make both game input methods work the best you can. Mouse users will be happy that the game is responsive and that they aren't being deliberately gimped, and DS3 users won't get annoyed at the imbalance that comes from the relative lack of precision.
In fact freedom to choose the type of battle you join would be a great feature. Players should be able to limit the instant battle selection by choosing:
* Factions I'm willing to work for -or- factions I'm not willing to fight. * Only players with my type of controller -or- controllers of any type * Random groups -or- pre-made squads
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Derek Maple
Kinsho Swords Caldari State
1
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Posted - 2013.07.12 10:07:00 -
[389] - Quote
I did find that shooting the hell out of the other teams troops was difficult because of the default X and Y setting!
I did have to think that if every new player was trying out, they would jump into the Frontline pack with a standard rifle and would come against everything else.
Snipers are also annoy because of the default X and Y setting. Sometimes (or almost everytime) I would need to take a quick look while running to find where the sniper is coming from. By the time I try and look. I would get killed or even if run away, I would possibly run in the direction the sniper would run into and get killed aswell.
I don't think I would recommend everyone on the default X and Y sensitivity setting and would tell players to adjust it before entering a standard game of ambush and I would say the default sensitivity it's one of the MMOs strongest flaws. |
Skybladev2
RUST 415 RUST415
3
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Posted - 2013.07.19 07:45:00 -
[390] - Quote
Please make dropship's hull semi-transparent when camera crosshair hits it, because assault pilots can not see where to shoot. It will also be useful for landing onto people ^_^ |
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