![]() With mouse acceleration, the faster you move your mouse, the farther the cursor moves. However, if the mouse is moving a lot, increase the rate at which the mouse rotates. If mouse acceleration/smoothing is on, the cursor will move a much greater distance. If the mouse is only moving a small amount, only rotate the camera a small amount. ![]() This will make the scene appear less choppy when every moves quickly.Ī fourth, potential improvement you could make (this is just a hypothetical) could be to use some sort of exponential rotation. Under Visibility there should be an option called 'Display pointer trails', if that is turned on (the box has a check mark in it), turn it off. Visual queues like this help smooth out the look of the transition.ģ: Motion blur. On the right side of the screen you should see a link (blue text) labelled as 'Additional mouse options', click on it, a new window should pop up. Where I end up again after returning again full length of mouse mat. Im debating about this game and issues like this dont help. Acceleration still present even with smoothmouse and non on Razer Synapse. Its a issue that should have been patched. In an third-person shooter, the character may twist their shoulders before the rest of their body follows the rotation. Originally posted by Chief Halo: This is a problem thats existed since the game came out. This allows them to get a level of responsiveness that they like.Ģ: Some games have some sort of visual effect in them that makes fast rotation seem more natural. It can be due to a wide variety of reasons, either hardware-related or caused by Windows settings. It can negatively affect your experience and performance as seconds matter. However, there are three ways to improve the experience:ġ: Allow the user to set the mouse sensitivity (probably with some sort of slider). By Casper Feeney JanuMouse stuttering is the last thing you want when playing a game. Every FPS I've played seems to use that method. I'm pretty sure that direct mouse-rotation correlation (basically, moving the camera x degrees per pixel the mouse moves) is the way to go.
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