General Technique
Vherokior Combat Logistics Minmatar Republic
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Posted - 2013.07.05 06:31:00 -
[1] - Quote
warning: the following comments are NOT a troll
CCP Earworm wrote: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. .... There, CCP I've done the work for you. You don't have to mess with your sensitivities anymore, the problem is not there. Wow, the GIMX looks really cool. We're gonna buy one to test with. Thanks for the heads up on this and your testing, this is very cool stuff. I want to make this totally clear: The aiming issues on the KB/M are really high priority and we're working on totally overhauling the mouse input system. I've already fixed the core of the problem and it's pending a lot of tweaks and regression tests before it's considered complete. I'll probably post some more info on exactly what we did when we release it, for now all I can say is I think everyone will be really happy with it :)
Wow! Does this mean that Dust's crappy netcode is getting uncrapped? Cause that's what this sounds like, and that'd be aaaawwwwsome!
*looks below* .............
CCP Earworm wrote: To sum up, because we accumulate movement discretely, the GIMX has to be synced to the dust framerate (which of course is impossible for you and very tricky for us as devs) and not move fast enough to trigger acceleration to guarantee 100% repeatable values. Otherwise you'll be off by a couple of frames with constant value input or more if you are sweeping the input.
....... oh, for the love of God, FML Crappy core netcode will likely still be crappy. At least that's what it sounds like.
All that aside. Stop tucking up my aiming with your coding, devbros. Gonna wait and see if the fixes you've come up with make a decent amount of difference.
Spoiler alert: when they don't, first devbro that posts excuses about acceleration/compensation/etc settings gets a virtual backslap to the face of their dev creds. Deal?
Hurry up and get your desync out of my shooter gaming, CCP
disclaimer: the proceeding comments were NOT a troll |