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Showing content with the highest reputation on 04/02/2021 in all areas

  1. pretty much i think there was a guy somewhere around here that spoke french. found it below he did a tutorial in 2019 and one more recently i don't fully understand french so i need to rely on visual ques as well as some words that sound similar enough to recommend if you prefer french. but jist of it is that scopes across different games are hardly ever the same fov even 1x scopes wont ever be identical fov wise so matching them based on a distance will always feel "weird " the more the zoom diverts from what you originally learned . the thought behind 0% is to have a uniform method for all scopes that might not be the same distance but has the same "feel" to it once you got used to the method since it matches the distance changes but the "pixel ration" is the same which will feel intuitive once you are used to it cutting warm up time and other factors ---- only thing i am not fully aware off in the video would be the 0% vs 0-4% mdv thought the smaller values should be indistinguishable so there is much to critic about this aspect ---- @Layead is the author of the video above , solid work hopefully doing well in times like these
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  2. Yeah, it's the smoothing function that many devs leave on because it is on by default. In most cases it only affects 1000Hz, but in some cases also 500Hz and even 250Hz. I haven't invested any effort into deciphering exactly what it does, but what I could find in the documentation is this: And tick time is described as Which might also explain why some UE4 games have the sensitivity directly tied to the FPS. It's a horrible function and a mystery to me why it exist today, let alone being on by default. Mouse smoothing is an artifact from the past to try to fix issues with ball mouse. It solves nothing on modern computers, it only causes a bad user experience.
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