BooMer Posted July 5, 2014 Posted July 5, 2014 Hi, I would like to know if there is any plan to take in count mouse acel? Because for me, it don't show any "locked" or "unlocked" option to add acell to calc. Ty
Wizard DPI Wizard Posted July 5, 2014 Wizard Posted July 5, 2014 I have had plans regarding this before, but wasn't entirely sure how to implement it. I could add an option that lets you choose between -100% and +100% for instance, but I don't really see the value in this, as it would be a flat modifier. The problem with acceleration is that it is variable, depending on how fast/slow you accelerate your mouse, so there's really no way to calculate this. Any suggestion on what would work best?
BooMer Posted July 5, 2014 Author Posted July 5, 2014 (edited) I think you need to find the right formula or ask devs for it. Here is the quake live formula: B + (A(v-C))^(P-1) B - Sensitivity (Default "4") A - cl_MouseAccel (Default "0") C - cl_MouseAccelOffset (Default "0") P - cl_MouseAccelPower (Default "2") v - Velocity (if m_cpi is set to its default of 0, this value is in counts per millisecond. If it is >0 and hopefully set to correctly the cpi of your mouse, the value is in cm/second) Example: 400 CPI mouse. (157.480315 counts per cm) Sensitivity 4 cl_Mouseaccel 0.5 cl_MouseaccelOffset 0 cl_MouseaccelPower 2 m_cpi 0 4 + (0.5(v-0))^(2-1) = 4 + (0.5(v-0))^(1) = 4 + (0.5v) 1. Mouse at rest, v = 0 , sensitivity = 4 2. Mouse at 0.2 m/s 20 centimeters/second 157.480315 counts/cm * 20cm = 3149.6063 counts/second v = 3.1496063 counts/millisecond v * 0.5 = 1.57480315 sensitivity = 4 + 1.57480315 = 5.57480315 3. Mouse at 0.5 m/s 50 centimeters/second 157.480315 counts/cm * 50cm = 7874.01575 counts/second v = 7.87401575 counts/millisecond v * 0.5 = 3.93700787 sensitivity = 4 + 3.93700787 = 7.93700787 4. Mouse at 1 m/s 100 centimeters/second 157.480315 counts/cm * 100cm = 15748.0315 counts/second v = 15.7480315 counts/millisecond v * 0.5 = 7.87401575 sensitivity = 4 + 7.87401575 = 11.8740157 Edited July 5, 2014 by BooMer
BooMer Posted July 5, 2014 Author Posted July 5, 2014 (edited) You can find info about old quake live and new quake live sens formula here: http://www.quakelive.com/forum/showthread.php?15458-New-Mouse-Sensitivty-and-Mouse-Accel-Features The problem is: every engine use they own formula. And i forgot to say, there is a site in internet (i don't remember the link) with a new raw input, the dev maybe can know how to calc it as "general". Edited July 5, 2014 by BooMer
Wizard DPI Wizard Posted July 5, 2014 Wizard Posted July 5, 2014 Yeah, the problem is the time/distance/speed factor, as people would have to fill that in themselves. Thanks for the formulas btw, I'll look more at them later
BooMer Posted July 5, 2014 Author Posted July 5, 2014 (edited) Yeah, the problem is the time/distance/speed factor, as people would have to fill that in themselves. Thanks for the formulas btw, I'll look more at them later No problem, and there is one more thing: you need to add m_pitch, m_yam to calcs. Not all games use as default 0.022 and this will change the results a lot. If i find more formulas i will report here. And windows multi to show "real sens" too. Edited July 5, 2014 by BooMer
Wizard DPI Wizard Posted July 5, 2014 Wizard Posted July 5, 2014 No problem, and there is one more thing: you need to add m_pitch, m_yam to calcs. Not all games use as default 0.022 and this will change the results a lot. If i find more formulas i will report here. I'm working on that right now actually because Battlefield CTE also requires two inputs. At least for m_yaw I will do this.
pogoogers Posted July 5, 2014 Posted July 5, 2014 i was actually thinking of something similar. Rather than acceleration, shooters using Unreal Engine 3 tend to have mouse smoothing/input lag that can't be fixed without tinkering with the engine files. not everyone uses this fix, but it does change the sensitivity after updating the files. It's around ½ the original sens, but I can't say for sure.
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