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Author |
Thread Statistics | Show CCP posts - 2 post(s) |
NomaDz 2K
Internal Error. League of Infamy
3
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Posted - 2013.07.05 09:04:00 -
[31] - Quote
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 :) Warning! Highly technical stuff follows!Regarding the over/undershooting polling rate and acceleration are the only frame dependent parts of the pad movement. Think of it this way: when the pad input is above a certain threshold it will enter acceleration mode and ramp up to a set max speed. 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. The best test is to sweep with small movements over a long time with steady values (IE keep the input constant). If you change input values the exact moment that change happens during the frame could affect the final result. Also, even with constant input values you should still see +/- a couple of frames because when you start and stop the input test it could fall in different parts of the frame. 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. If you're hungry for more testing, you can take some of this into account and see if it matches your experiences.
It's not just the KB/M which needs love ALSO the DUEL STICK should be a priority we as gamers have had various reports that the STRAFE SPEED appears to be greater on Key board compared to Duel Stick - All hardware used to play a game on Console should ALL work on the same level without creating advantages for players. Anyone which has played a PC FPS game knows full well the advantages of a mouse and keyboard compared to using a joypad and these two aspects should be balanced if they are to be used. No player should gain an advantage on console due to hardware.
This is WHY ALL CONSOLES are made the same.
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Moejoe Omnipotent
Imperfects Negative-Feedback
575
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Posted - 2013.07.05 09:29:00 -
[32] - Quote
By the way there's a universal half a second of input lag, which effects aiming as much if not more than this randomness problem, unless you run the game at 480p. Don't ignore the dualshock, the aiming is just as bad using a controller.
CCP Earworm wrote:The aiming issues on the KB/M are really high priority
Aiming issues with KB/M have top priority in a console game where your target audience is going to primarily be using a controller with analog sticks? Sigh.... |
ChromeBreaker
SVER True Blood Public Disorder.
626
|
Posted - 2013.07.05 09:38:00 -
[33] - Quote
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 :) Warning! Highly technical stuff follows!Regarding the over/undershooting polling rate and acceleration are the only frame dependent parts of the pad movement. Think of it this way: when the pad input is above a certain threshold it will enter acceleration mode and ramp up to a set max speed. 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. The best test is to sweep with small movements over a long time with steady values (IE keep the input constant). If you change input values the exact moment that change happens during the frame could affect the final result. Also, even with constant input values you should still see +/- a couple of frames because when you start and stop the input test it could fall in different parts of the frame. 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. If you're hungry for more testing, you can take some of this into account and see if it matches your experiences.
That scratched my nerdy itch... but really needs a GRAPH
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StubbyDucky
KILL-EM-QUICK RISE of LEGION
259
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Posted - 2013.07.05 14:10:00 -
[34] - Quote
CCP Earworm wrote:BMSTUBBY wrote:Million ISK says this thread gets locked, deleted, or moved and hidden. I'll take that bet
Job complete. |
Mad Rambo
Red and Silver Hand Amarr Empire
21
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Posted - 2013.07.05 14:26:00 -
[35] - Quote
CCP Earworm wrote:Regarding the over/undershooting polling rate and acceleration are the only frame dependent parts of the pad movement. Think of it this way: when the pad input is above a certain threshold it will enter acceleration mode and ramp up to a set max speed. 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. The best test is to sweep with small movements over a long time with steady values (IE keep the input constant). If you change input values the exact moment that change happens during the frame could affect the final result. Also, even with constant input values you should still see +/- a couple of frames because when you start and stop the input test it could fall in different parts of the frame..
fps and animation/physics should be decoupled whenever possible. Lets say you want to update input 30 times a second but you run a different rendering speed or have unstable fps, your only chance to keep the stuff under control is to sample the controller asynchronous to the rendering and do some math every time you apply the change. If you sample at every frame and apply the change you basically fall in the trap you just explained.
But even in a perfect world you can do only so much to workaround those issues, since if the renderer has a hickup you run into HCI issues where payers will start to "oversteer" when the screen freezes and you can do nothing against it. |
5aEKUXeRJGJ27kCDnDVYak4
Expert Intervention Caldari State
84
|
Posted - 2013.07.05 14:27:00 -
[36] - Quote
ChromeBreaker wrote:That scratched my nerdy itch... but really needs a GRAPH THERE YOU GO |
Stefan Stahl
Seituoda Taskforce Command Caldari State
130
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Posted - 2013.07.05 16:04:00 -
[37] - Quote
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. |
5aEKUXeRJGJ27kCDnDVYak4
Expert Intervention Caldari State
89
|
Posted - 2013.07.05 16:13:00 -
[38] - 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 |
RoundEy3
Metal Mind Industries
176
|
Posted - 2013.07.05 16:18:00 -
[39] - Quote
CCP Earworm wrote: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 :)
Warning! Highly technical stuff follows!
Regarding the over/undershooting polling rate and acceleration are the only frame dependent parts of the pad movement. Think of it this way: when the pad input is above a certain threshold it will enter acceleration mode and ramp up to a set max speed. 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. The best test is to sweep with small movements over a long time with steady values (IE keep the input constant). If you change input values the exact moment that change happens during the frame could affect the final result. Also, even with constant input values you should still see +/- a couple of frames because when you start and stop the input test it could fall in different parts of the frame.
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.
If you're hungry for more testing, you can take some of this into account and see if it matches your experiences.
Your response, openness of the issue, and your enthusiasm is much appreciated. Thanks. Now get to work! |
RoundEy3
Metal Mind Industries
176
|
Posted - 2013.07.05 16:32:00 -
[40] - Quote
Moejoe Omnipotent wrote:By the way there's a universal quarter a second of input lag, unless you run the game at 480p (where it's still there but minimized), that effects aiming as much if not more than this randomness problem. You guys do realize the Dualshock is affected as well right? CCP Earworm wrote:The aiming issues on the KB/M are really high priority Aiming issues with KB/M have top priority in a console game where your target audience is going to primarily be using a controller with analog sticks? Where the aiming is just as bad if not worse? Sigh... Again, input lag the main culprit here. It's almost certainly a performance issue that could be fixed...
Read mechanics section for aim assist improvements
I've read this article about how they are going to improve aim assist, which will most likely benefit the DS3 only. I initially thought this was a horrible idea, but if they are implementing it the way it sounds it may really help DS3 people. I've been promoting better controls for all input systems, it seems like this will help with the DS3 fine aiming and tracking, which I can agree needs some work as well.
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King Kobrah
SyNergy Gaming EoN.
445
|
Posted - 2013.07.05 16:37:00 -
[41] - Quote
I use a mouse exclusively and I'm gonna be honest, I had no idea aiming was still messed up.
Unless it was re broken in 1.2 |
RoundEy3
Metal Mind Industries
176
|
Posted - 2013.07.05 16:43:00 -
[42] - Quote
King Kobrah wrote:I use a mouse exclusively and I'm gonna be honest, I had no idea aiming was still messed up.
Unless it was re broken in 1.2
You've probably gotten so used to it you've forgotten what smooth and accurate aiming should be. |
Zyrlux Kytori
Amarr Templars Amarr Empire
2
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Posted - 2013.07.05 17:21:00 -
[43] - Quote
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? |
5aEKUXeRJGJ27kCDnDVYak4
Expert Intervention Caldari State
89
|
Posted - 2013.07.05 17:23:00 -
[44] - 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. |
Soozu
5o1st
112
|
Posted - 2013.07.05 17:35:00 -
[45] - Quote
King Kobrah wrote:I use a mouse exclusively and I'm gonna be honest, I had no idea aiming was still messed up.
Unless it was re broken in 1.2
I use a DS3 and 1.2 rebroke my aiming / imput lag.. whatever the issue is... Confirmed. |
Himiko Kuronaga
SyNergy Gaming EoN.
734
|
Posted - 2013.07.05 18:09:00 -
[46] - Quote
King Kobrah wrote:I use a mouse exclusively and I'm gonna be honest, I had no idea aiming was still messed up.
Unless it was re broken in 1.2
It's been broken and it's still broken.
It appears as though your mind is now broken too. |
Khan Hun
Sanmatar Kelkoons Minmatar Republic
47
|
Posted - 2013.07.05 18:33:00 -
[47] - Quote
CCP Earworm wrote: 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.
This is fantastic news, thank you.
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Moejoe Omnipotent
Imperfects Negative-Feedback
578
|
Posted - 2013.07.05 21:34:00 -
[48] - Quote
RoundEy3 wrote:Moejoe Omnipotent wrote:By the way there's a universal quarter a second of input lag, unless you run the game at 480p (where it's still there but minimized), that effects aiming as much if not more than this randomness problem. You guys do realize the Dualshock is affected as well right? CCP Earworm wrote:The aiming issues on the KB/M are really high priority Aiming issues with KB/M have top priority in a console game where your target audience is going to primarily be using a controller with analog sticks? Where the aiming is just as bad if not worse? Sigh... Again, input lag the main culprit here. It's almost certainly a performance issue that could be fixed... Read mechanics section for aim assist improvementsI've read this article about how they are going to improve aim assist, which will most likely benefit the DS3 only. I initially thought this was a horrible idea, but if they are implementing it the way it sounds it may really help DS3 people. I've been promoting better controls for all input systems, it seems like this will help with the DS3 fine aiming and tracking, which I can agree needs some work as well.
Ok, how does this help with input lag, the biggest issue with aiming?
No amount of messing around with aim assist and acceleration will make up for the enormous amount of input lag this game suffers from. |
Thumb Green
THE STAR BORN Dark Taboo
169
|
Posted - 2013.07.05 22:02:00 -
[49] - Quote
FATPrincess - XOXO wrote:You're trying to have an advantage over the already advantage of KB/M over DS3.
-XOXO
LOL, not in this game it doesn't. |
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