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Author |
Thread Statistics | Show CCP posts - 2 post(s) |
5aEKUXeRJGJ27kCDnDVYak4
Expert Intervention Caldari State
57
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Posted - 2013.07.03 15:32:00 -
[1] - Quote
Originally posted in the official aiming thread WHICH SERIOUSLY NEED SOME CCP ATTENTION ALREADY
5aEKUXeRJGJ27kCDnDVYak4 wrote:
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5aEKUXeRJGJ27kCDnDVYak4
Expert Intervention Caldari State
59
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Posted - 2013.07.03 19:40:00 -
[2] - Quote
BMSTUBBY wrote:Kinda sad that you had to spend extra RL $'s to get this game to work. It's cheaper than a Mercenary Pack, I mean, it's pocket change money.
FATPrincess - XOXO wrote:Dislike because basically you're modding a modded controller (KB/M). You're trying to have an advantage over the already advantage of KB/M over DS3. I am just using the computer to control a DS3 controller so I gain no advantage over DS3 controllers. |
5aEKUXeRJGJ27kCDnDVYak4
Expert Intervention Caldari State
59
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Posted - 2013.07.03 19:58:00 -
[3] - Quote
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. |
5aEKUXeRJGJ27kCDnDVYak4
Expert Intervention Caldari State
59
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Posted - 2013.07.03 20:00:00 -
[4] - Quote
Jaqen Morghalis wrote:I'm curious as to whether or not something like this is even "legal"? What is CCP's policy on people using obviously modded hardware, and then advertising it on the forums? Just wondering. This is legal. Are you aware of the commercially available Eagle Eye adaptors? The GIMX does exactly the same thing. It is nothing more than an adaptor. |
5aEKUXeRJGJ27kCDnDVYak4
Expert Intervention Caldari State
60
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Posted - 2013.07.03 20:17:00 -
[5] - Quote
They will tell you they won't allow it (because they don't want to hurt the other customers' feelings) but in reality they cannot enforce it either because it is not detectable. To the game (in fact, to PS3 itself) I have simply plugged in a DS3 controller. The PS3 doesn't even know I am using an adaptor. It is not detectable even if a GM were to watch me playing because my movements will fully comply with the specifications of what the DS3 controller can do. In short, it does not matter if it is legal or illegal, it is invisible. |
5aEKUXeRJGJ27kCDnDVYak4
Expert Intervention Caldari State
84
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Posted - 2013.07.05 14:27:00 -
[6] - Quote
ChromeBreaker wrote:That scratched my nerdy itch... but really needs a GRAPH THERE YOU GO |
5aEKUXeRJGJ27kCDnDVYak4
Expert Intervention Caldari State
89
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Posted - 2013.07.05 16:13:00 -
[7] - Quote
Stefan Stahl wrote:CCP Earworm wrote:Warning! Highly technical stuff follows! [...] That speed accumulates over every frame discretely so changes in frame rate or when exactly you start ramping down the pad input would make a difference on your ending point. The same discrete accumulation affects polling rate. Wat?! Are you sure the input processing is frame-rate-dependent? I think I misunderstood you, but are you saying that the input behavior is different when looking at someone standing in front of flaming wreckage than it is when looking the other way? Please, be a nice dev and tell me that all input handling regardless of input device is done at 100 Hz outside the graphics thread based on the best timer the PS3 has available. Please. NEGATIVE |
5aEKUXeRJGJ27kCDnDVYak4
Expert Intervention Caldari State
89
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Posted - 2013.07.05 17:23:00 -
[8] - Quote
Zyrlux Kytori wrote:I swear I can't figure out what you guys are talking about. Not about the jargen I mean I don't feel my aiming is off. At best I can say there have been a few sniper rounds that made me think, "I swear that should have hit that guy" but nothing to suggest aiming is broken altogether. I can still turn and shoot a dude in the face. What is the problen? It's ok. Not everybody has to be able to feel it for it to be broken. |
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