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Thread Statistics | Show CCP posts - 2 post(s) |
5aEKUXeRJGJ27kCDnDVYak4
Expert Intervention Caldari State
57
|
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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BMSTUBBY
KILL-EM-QUICK RISE of LEGION
304
|
Posted - 2013.07.03 16:31:00 -
[2] - Quote
Kinda sad that you had to spend extra RL $'s to get this game to work.
You are more dedicated to it than me for sure. |
Iron Wolf Saber
Den of Swords
5599
|
Posted - 2013.07.03 16:41:00 -
[3] - Quote
Nothing short to what most pro gamers would do. |
Poonmunch
Sand Mercenary Corps Inc. Interstellar Conquest Enterprises
26
|
Posted - 2013.07.03 17:09:00 -
[4] - Quote
Too bad it's just for keyboard and mouse.
Munch |
FATPrincess - XOXO
Shining Flame Amarr Empire
59
|
Posted - 2013.07.03 17:13:00 -
[5] - Quote
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.
-XOXO |
5aEKUXeRJGJ27kCDnDVYak4
Expert Intervention Caldari State
59
|
Posted - 2013.07.03 19:40:00 -
[6] - 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. |
Rynoceros
Rise Of Old Dudes
188
|
Posted - 2013.07.03 19:46:00 -
[7] - Quote
Most useful troll on these forums. Your efforts are respectable, Sir/Madam. |
Jaqen Morghalis
Abandoned Privilege General Tso's Alliance
79
|
Posted - 2013.07.03 19:55:00 -
[8] - Quote
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. |
5aEKUXeRJGJ27kCDnDVYak4
Expert Intervention Caldari State
59
|
Posted - 2013.07.03 19:58:00 -
[9] - 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
|
Posted - 2013.07.03 20:00:00 -
[10] - 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. |
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Jaqen Morghalis
Abandoned Privilege General Tso's Alliance
79
|
Posted - 2013.07.03 20:09:00 -
[11] - Quote
5aEKUXeRJGJ27kCDnDVYak4 wrote: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.
The fact that it is nothing more than an adapter, or if there is a commercially available version on the market, is irrelevant.
What I'm asking about is CCP's policy on both the use of third-party peripherals, like these, and on people who modify their hardware, like you have.
Just because you can buy them and/or make them doesn't necessarily mean that CCP welcomes them in their game, or that they won't ban you for using them.
This is what I'm wondering about: CCP's position on the subject, whether or not they would take action against it, of if they even care at all. |
RoundEy3
Metal Mind Industries
158
|
Posted - 2013.07.03 20:16:00 -
[12] - Quote
Good job sir. It's this kind of technical understanding and know how that can troubleshoot something that is just outright defective. It's disappointing news though, but relieving to know not to have any real expectations in this aspect of the game.
Again good work, you've exposed most of the ignorance on the matter. |
5aEKUXeRJGJ27kCDnDVYak4
Expert Intervention Caldari State
60
|
Posted - 2013.07.03 20:17:00 -
[13] - 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. |
BMSTUBBY
KILL-EM-QUICK RISE of LEGION
310
|
Posted - 2013.07.03 20:38:00 -
[14] - 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.
So like I have said all along,
Broke game is broke, meh oh well.
But hey its a AAA FPS right CCP?
Million ISK says this thread gets locked, deleted, or moved and hidden.
You sir should be paid for your efforts and this thread should be bumped and kept on page one till CCP admits to all of us that they have a broke game and then give us all our monies back.
|
Luk Manag
of Terror
35
|
Posted - 2013.07.03 20:42:00 -
[15] - Quote
5aEKUXeRJGJ27kCDnDVYak4 wrote: It means Dust 514's aiming somehow introduces RANDOMNESS into your movement from absolutely nowhere and there is no way to eliminate it.
It's not random, it happens only when you have a target in your sights - it's very steady otherwise. |
ZDub 303
TeamPlayers EoN.
564
|
Posted - 2013.07.03 21:00:00 -
[16] - Quote
Why would CCP care if you are using a DS3 simulator to run KB/M when they have put in native KB/M support? If you are worried about rapid fire and things like that... CCP just needs to make sure the hard coded RoF will inhibit any sort of advantage it gives. It doesn't have some sort of hacked aim assist which locks on to headshots or anything like that.. its really no different than the native KB/M support other than the fact that you can tune to your own specifications.
I just ordered a teensy board and a CP2102 usb panel myself last week, but im doing this because I want to run my mechanical keyboard... which I cannot because the PS3's support for keyboards is rather terrible.
I also want to remap the buttons, F for melee, mouse button for nades, and putting the leaderboard somewhere other than tab... which has killed me a couple times, will be very nice. |
Himiko Kuronaga
SyNergy Gaming EoN.
730
|
Posted - 2013.07.04 01:05:00 -
[17] - 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.
Thats what competitive gamers do. Every single competitive genre allows customized controllers.
Only in offline, tournament situations is modded hardware bannable. I swear to god the console FPS community is more than ten years behind the rest of the industry when the average joe doesn't even recognize this. |
StubbyDucky
KILL-EM-QUICK RISE of LEGION
247
|
Posted - 2013.07.04 02:00:00 -
[18] - Quote
Himiko Kuronaga wrote: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. Thats what competitive gamers do. Every single competitive genre allows customized controllers. Only in offline, tournament situations is modded hardware bannable, and only when it destroys an entire dynamic to the game with a function such as turbo. I swear to god the console FPS community is more than ten years behind the rest of the industry when the average joe doesn't even recognize this.
Yeah well um this game is like ten years behind the rest of the FPS industry so what do expect from its fanbase. |
Cat Merc
Oculus Felis
1651
|
Posted - 2013.07.04 02:19:00 -
[19] - 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. They can, you know, tweak the engine? There are Unreal Engine 3 games that don't have this issue, because they did the smart thing of tweaking it before making a game out of it. |
StubbyDucky
KILL-EM-QUICK RISE of LEGION
247
|
Posted - 2013.07.04 02:47:00 -
[20] - Quote
Cat Merc 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.
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. They can, you know, tweak the engine? There are Unreal Engine 3 games that don't have this issue, because they did the smart thing of tweaking it before making a game out of it.
Nahhh, this game is broke.
All hope has been lost. |
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pseudosnipre
DUST University Ivy League
45
|
Posted - 2013.07.04 04:02:00 -
[21] - Quote
Makes me wonder what chromosome would have played like had performance tweaks of 1.2 been introduced pre-uprising. |
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CCP Earworm
C C P C C P Alliance
75
|
Posted - 2013.07.05 05:49:00 -
[22] - 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. .... 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. |
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CCP Earworm
C C P C C P Alliance
75
|
Posted - 2013.07.05 05:52:00 -
[23] - Quote
BMSTUBBY wrote:Million ISK says this thread gets locked, deleted, or moved and hidden.
I'll take that bet |
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General Technique
Vherokior Combat Logistics Minmatar Republic
84
|
Posted - 2013.07.05 06:31:00 -
[24] - 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 |
|
ChribbaX
Otherworld Enterprises Dust Control Otherworld Empire Productions
485
|
Posted - 2013.07.05 06:37:00 -
[25] - Quote
I've had success using this adapter http://www.cronusdevice.com/order-cronus/cronus-device.html
Much easier than building your own and stuff (altho I only use it to remote play when I'm not sitting at the PS3 itself).
/c |
|
General Technique
Vherokior Combat Logistics Minmatar Republic
84
|
Posted - 2013.07.05 06:55:00 -
[26] - Quote
Iron Wolf Saber wrote:Nothing short to what most pro gamers would do.
Some would say that a "pro" gamer's much more practical fix for this solution (oh, LOL at the term "pro gamer" being used in reference to dust514) would have went something like this...
Mouse DPI Levels: Y = 3000 X = 3000
Polling Rate: 500 rps
In-Game Mouse Sensitivity: 30 or <30
Mouse Smoothing: Always Off
DS3 Controller: Off
Aiming Style: Adjusted for console casuality
Profit?: Always, as much as the gamecode allows.....
......or something along those lines....... "imho" |
Imp Smash
Seraphim Auxiliaries CRONOS.
150
|
Posted - 2013.07.05 07:03:00 -
[27] - Quote
Nice job op |
Draco Dustflier
DUST University Ivy League
148
|
Posted - 2013.07.05 07:11:00 -
[28] - Quote
Luk Manag wrote:5aEKUXeRJGJ27kCDnDVYak4 wrote: It means Dust 514's aiming somehow introduces RANDOMNESS into your movement from absolutely nowhere and there is no way to eliminate it.
It's not random, it happens only when you have a target in your sights - it's very steady otherwise.
Aiming speed is based on framerate. Framerate slows whenenemies are near. Bit of a probem, eh? |
Banning Hammer
Tal-Romon Legion Amarr Empire
156
|
Posted - 2013.07.05 07:31:00 -
[29] - Quote
People will always find a way to "Bend" the rules in gaming... you think that is bad, you should see what people does in games like CS or BF to get an advantage. I already saving cash to get some interesting tools for the PS3, to bypass any stupid restrictions CCP are insisting in forcing on us. If CCP fix the mouse aiming before i save all the cash, i will by AUR instead.. and the thing i looking at is very pricey...but will definitely give a HUGE unfair advantage, will be so much easier and fair, is you just fix the aiming CCP. |
NomaDz 2K
Internal Error. League of Infamy
2
|
Posted - 2013.07.05 08:55:00 -
[30] - Quote
Iron Wolf Saber wrote:Nothing short to what most pro gamers would do.
Nothing short of what PRO DEVS should do for a game like DUST and they should fix the controlls and aim ingame for the Duel Stick and to be fair they should also add KEY BINDINGS for the KEYBOARD/Mouse and obviously allow Duel Stick controllers to change buttons if required.
TBH DUST which derives from EVE should have had this implimented since BETA. Almost EVERY PC game or game in general which uses KB/M allows you to bind keys/buttons differently and personally for a game like this ...it should be done. |
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NomaDz 2K
Internal Error. League of Infamy
3
|
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
|
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
|
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
|
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
|
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
|
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.
|
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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