The feeling of the mouse.
Regnareb
Join Date: 2007-08-26 Member: 62008Members, NS2 Playtester
<div class="IPBDescription">not performance related</div>Hi everyone,
For my first topic I wanted to talk about a thing that has been bothering me since the first day of the alpha.
I didn't wanted to talk about it before because I though the game was not very smooth at that time, but today I could finish en entire game with better frame rate and less lag, so I can definitively be sure that it's not a performance problem anymore (tested in local too to be sure).
I believe there had been a lot of mouse feeling topics in the past, but I never seen that observation.
When I move my mouse to rotate my marine, it feels really weird in comparison to all other FPS games and NS1 too. The pivot axis seems like it is outward of the player character and don't feel responsive. It is really weird and unnatural, it totally breaks the immersion each time I have to move, and the aim is so difficult with that kind of comportment, it is really <b>REALLY</b> different than any other games, I have never encountered that type of feeling in any other FPS, and it's my favorite type of game.
Perhaps the axis is in front of the player, perhaps there is a delay when I move the mouse, I can't really tell.
Has anyone noticed the same thing? Why it is like that? It seems odd to say that but could the dev' check if everything is "correct"? Is there any kind of mouse acceleration?Â
For my first topic I wanted to talk about a thing that has been bothering me since the first day of the alpha.
I didn't wanted to talk about it before because I though the game was not very smooth at that time, but today I could finish en entire game with better frame rate and less lag, so I can definitively be sure that it's not a performance problem anymore (tested in local too to be sure).
I believe there had been a lot of mouse feeling topics in the past, but I never seen that observation.
When I move my mouse to rotate my marine, it feels really weird in comparison to all other FPS games and NS1 too. The pivot axis seems like it is outward of the player character and don't feel responsive. It is really weird and unnatural, it totally breaks the immersion each time I have to move, and the aim is so difficult with that kind of comportment, it is really <b>REALLY</b> different than any other games, I have never encountered that type of feeling in any other FPS, and it's my favorite type of game.
Perhaps the axis is in front of the player, perhaps there is a delay when I move the mouse, I can't really tell.
Has anyone noticed the same thing? Why it is like that? It seems odd to say that but could the dev' check if everything is "correct"? Is there any kind of mouse acceleration?Â
Comments
EDIT: Found something on that topic on AnandTech: <a href="http://www.anandtech.com/show/2794/4" target="_blank">http://www.anandtech.com/show/2794/4</a> the "UPDATE" text in italic at the bottom of the page.
The article states in DirectX this is all defined by the program itself, not the drivers, although you can force it there.
I can't understand at all why there is no proper Triple Buffering in DirectX. :/
I've considered that, and set the amount of frames it is allowed to buffer to 0, as well as disabling vsync, triple-buffering and killing off any quality-improving settings just in case. Alas, to no avail. Although, it may have decreased the mouse-lag very slightly, but it's still there in unacceptable magnitudes.
Camera "fluidity" is kind of a new feature in AAA games though I think, it wasn't in BF2/HL/Q3/etc. Doom 3 had perfect camera control though, so I'd like to see something like that in NS2.
It's not really a problem, but it would feel a lot nicer if it got some attention before 1.0
Note: This does not mean I have it "bad", I'm just saying I notice very slight mouse lag in all games. Including source engine, and that only has slight lag(5ms or something tiny), but it's just enough to make things not feel right, which causes me to play badly.
Also there is a difference in using WLAN mouses or cable.
Also there is a difference in using WLAN mouses or cable.<!--QuoteEnd--></div><!--QuoteEEnd-->
I think logitech drivers have the options "Speed" or "Precision" as well, I would try both of these settings and see what happens. I use a laptop right now so haven't bought the game yet to try it :)
Back in the counter-strike days there was a CPL Mouse Fix registry file to disable mouse acceleration that everyone used to use.
Usually the mouse should have constant speed (without acc.) or ist should turn your character further, the faster you move the mouse (with acc.), so you can aim precisely and turn around rapidly. I Usually play wihout acc.
In NS2 it is the other way around; fast reaction at small/slow mouse movements (aiming) and slow reaction at big/fast movements (180 spins).
At build 189 I don't notice that anymore, because - in addition - there's mouselag.
I always hoped they will rework the mouse input system, to be like in quake or any other shooter.
Talking about the axis: When you are in dead cam the camera moves like if you are rotating around an invisible axis in front of you; may that be part of the problem for living players?
Now that a few people experience strange mouse behavior, I'm sure they'll get this. (Don't be too proud Max, just copy'n'paste the damn Q3-Code ;) )
That would be a GPL-violation, but agreed that Q3 achieved perfection in this area.
I'm not sure I've noticed any (unintended) mouse-accel, but maybe that's because of the low FoV, bad FPS and newly introduced mouse-lag obscuring it.
Maybe thats something to work on.