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Old 05-03-2010, 09:08 AM   #1 (permalink)
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Default Negative mouse acceleration - Remove it!

Hey DICE guys!

Please, please, please, remove the negative mouse acceleration, or a least make an option (in-game or .ini) so I can disable it permanently.

Really, I can't possibly think why you would have left negative mouse acceleration in a PC FPS game!
Do you want to punish PC players with their gaming mice with extra high DPI settings?
All I can think is, that it's still a remains from the console code, to cater console kiddies with their analog sticks on the gamepads.

This really makes playing the game tedious in the heat of the battle, when you want to quickly turn around, but end up only moving your aim an inch, while at the same time you already have moved your mouse across your desk, off your mouse pad.
All because the game is artificially decelerating the mouse.
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Old 05-03-2010, 09:10 AM   #2 (permalink)
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I have no issues with mouse sensitivity. I didn't even change the in-game settings, or turn on the mouse acceleration...I just use the settings in my Razer software, and it's fine.
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Old 05-03-2010, 09:23 AM   #3 (permalink)
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Quote:
Originally Posted by Fish225 View Post
I have no issues with mouse sensitivity. I didn't even change the in-game settings, or turn on the mouse acceleration...I just use the settings in my Razer software, and it's fine.
You don't seem to understand.

This has nothing to do with sensitivity.
And that acceleration setting in the game is for positive mouse acceleration.

I'm talking about negative mouse acceleration here.
The faster you accelerate your mouse with your hand, the slower the mouse cursor will actually move.

Some DICE guy on the blog said that it's still in!

Try it yourself!
Move your mouse slowly around, and see what angle you can encompass when moving across your whole mouse pad.
Now do the same, only quickly drag your mouse, and you will see that suddenly you're already running out of mouse pad space, while your mouse cursor has only moved a fraction of the previous angle.

EDIT:
This definitely is the cause for single player.
In multiplayer I've just played a bit with the tanks, and was too distracted.
I shall test this again later today, but I doubt that it's any different.
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Old 05-03-2010, 09:41 AM   #4 (permalink)
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It's definitely in multi, too.

PLEASE fix this, DICE. It's horrible.

Someone sneaks up behind you, turn to counter and you end up doing a 90 degree turn when you should have done a perfect 180. In tanks trying to turn their massive turrets to see an enemy, you end up moving them slower.
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Old 05-03-2010, 09:46 AM   #5 (permalink)
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Negative acceleration you say. Could there be a word for such a mystical force?
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Old 05-03-2010, 10:01 AM   #6 (permalink)
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As far as I see it, it's not negative acceleration, but a cap (upper limit) on the maximum angular velocity when turning (aiming). It is particularly aparent when aiming in tank turrets. I.e. it's not a "free-look" system, and you are constrained by the maximum speed the turrets can rotate.
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Old 05-03-2010, 10:02 AM   #7 (permalink)
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Quote:
Originally Posted by Fenrord View Post
Negative acceleration you say. Could there be a word for such a mystical force?
You understood him. Not everyone knows every word that exists. Chill out.
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Old 05-03-2010, 10:04 AM   #8 (permalink)
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Quote:
Originally Posted by Renegade0260 View Post
As far as I see it, it's not negative acceleration, but a cap (upper limit) on the maximum angular velocity when turning (aiming). It is particularly aparent when aiming in tank turrets. I.e. it's not a "free-look" system, and you are constrained by the maximum speed the turrets can rotate.
But why then when you move the mouse really fast do they move like an inch... or is that just placebo... I swear the turrets actually move faster when you move the mouse slowly.
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Old 05-03-2010, 10:04 AM   #9 (permalink)
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The only viable, partial workaround to this is, setting the sensitivity, pitch and yaw settings considerably high, so you have the mouse cursor move at a higher speed in the first place, while only requiring to move the mouse short distances.

Still, whenever you reflexively do a fast mouse movement in the heat of battle, your aim is thrown off, and in a lot of cases you even have to reapply your mouse, because you moved it to the edge of the mouse pad.
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It's definitely in multi, too.
Ah, yes.
No need for me to check then.
Quote:
Originally Posted by crabula View Post
Someone sneaks up behind you, turn to counter and you end up doing a 90 degree turn when you should have done a perfect 180. In tanks trying to turn their massive turrets to see an enemy, you end up moving them slower.
Those are exactly the situation where it's most evident and annoying.
The tank turrets feel like you're pushing them through molasses.
Quote:
Originally Posted by Fenrord View Post
Negative acceleration you say. Could there be a word for such a mystical force?
How about "mouse deceleration"?
Or "mouse inhibition"?
Or maybe "mouse lalalalalalaation"?
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Old 05-03-2010, 10:05 AM   #10 (permalink)
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no issues here..

turning about 180 takes almost a entire inch, and 360 about 1.5inch..

im thinking ajust your mouse settings, to a higher dpi or get a mouse from this century!

Onnly vehicles suck at this..
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Old 05-03-2010, 10:06 AM   #11 (permalink)
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Quote:
Originally Posted by Renegade0260 View Post
As far as I see it, it's not negative acceleration, but a cap (upper limit) on the maximum angular velocity when turning (aiming). It is particularly aparent when aiming in tank turrets. I.e. it's not a "free-look" system, and you are constrained by the maximum speed the turrets can rotate.
It is "negative acceleration".
Even one of the DICE guys used exactly those words on the blog.
Have to find that post.
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Old 05-03-2010, 10:07 AM   #12 (permalink)
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Quote:
Originally Posted by Vaupelle View Post
no issues here..

turning about 180 takes almost a entire inch, and 360 about 1.5inch..

im thinking ajust your mouse settings, to a higher dpi or get a mouse from this century!

Onnly vehicles suck at this..
My razer copperhead 2000dpi is too old? Damn where have I been living! =P

To be fair I've only noticed it once or twice in infantry, but with tank turrets it's very apparent.
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Old 05-03-2010, 10:11 AM   #13 (permalink)
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#:#quote=globefilalalala is "negative acceleration".
Even one of the DICE guys used exactly those words on the blog.
Have to find that post.[/quote]
Mikael Kalms said it on the forum in regards of the day one patch:
Quote:
Negative mouse acceleration is still present.
New FOV pics/Day 1 Fixes
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Old 05-03-2010, 10:14 AM   #14 (permalink)
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Quote:
Originally Posted by globefilalalala is "negative acceleration"
Even one of the DICE guys used exactly those words on the blog.
Have to find that post.
Well, in a way I can see that. The effect of the cap on angular velocity when moving the mouse over the max velocity could be described as negative acceleration.
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Old 05-03-2010, 10:18 AM   #15 (permalink)
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Quote:
Originally Posted by Renegade0260 View Post
Well, in a way I can see that. The effect of the cap on angular velocity when moving the mouse over the max velocity could be described as negative acceleration.
I don't think it's speed cap.
It actually feels like a quadratic proportion between hand acceleration of the mouse and reduced speed of the cursor.
Not just a stop in speed increase, as a cap would do.
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Old 05-03-2010, 10:27 AM   #16 (permalink)
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Quote:
Originally Posted by globefish23 View Post
I don't think it's speed cap.
It actually feels like a quadratic proportion between hand acceleration of the mouse and reduced speed of the cursor.
Not just a stop in speed increase, as a cap would do.
I think it tries to be a bit intelligent about enforcing the cap. There defaintly is an upper limit, but it seems to smooth out the velocity curve so you don't go from full rotate, to stop instantly, i.e. the turret has it's own momentum.

Although you are right, the over all effect does feel like negative mouse acceleration.
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Old 05-03-2010, 10:32 AM   #17 (permalink)
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Quote:
Originally Posted by Renegade0260 View Post
I think it tries to be a bit intelligent about enforcing the cap. There defaintly is an upper limit, but it seems to smooth out the velocity curve so you don't go from full rotate, to stop instantly, i.e. the turret has it's own momentum.

Although you are right, the over all effect does feel like negative mouse acceleration.
Yeah.
Whatever the reason is, right now it feels like you're carrying a big, inflatable gun, which gets dragged around by the air when you turn too quickly.
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Old 05-03-2010, 10:36 AM   #18 (permalink)
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I've just thought olalalaood idea to resolve this. Make it so that you can free-look with the mouse when in a turret, but the aim point set by the mouse is "followed" by the actual aim of the gun. So, if you move the mouse too fast for the turret, the view moves with the mouse, but the turret lags behind until it can catch up.
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Old 05-03-2010, 10:39 AM   #19 (permalink)
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i understand and agree with globefish... i can "feel" the -ve accel...

Please remove it
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Old 05-03-2010, 01:50 PM   #20 (permalink)
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Quote:
Originally Posted by Renegade0260 View Post
I've just thought of a good idea to resolve this. Make it so that you can free-look with the mouse when in a turret, but the aim point set by the mouse is "followed" by the actual aim of the gun. So, if you move the mouse too fast for the turret, the view moves with the mouse, but the turret lags behind until it can catch up.
Nah, simply adding an option to toggle negative mouse acceleration will easily solve this issue.
Just like there already is a check box for (positive) mouse acceleration in the settings.

Linear proportional ratios between mouse/hand movement and cursor movement is where it's at. No need for unintuitive quadratic relations.
Changing the mouse cursor speed then is enough to move your cursor faster.
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Old 05-03-2010, 02:12 PM   #21 (permalink)
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Quote:
Originally Posted by globefish23 View Post
Nah, simply adding an option to toggle negative mouse acceleration will easily solve this issue.
Just like there already is a check box for (positive) mouse acceleration in the settings.

Linear proportional ratios between mouse/hand movement and cursor movement is where it's at. No need for unintuitive quadratic relations.
Changing the mouse cursor speed then is enough to move your cursor faster.
If all aiming was like that, then tank turrets could move 180 degrees in 0.1 seconds = BAD.

So what you are suggesting is impossible. I.e. It's impossible to have a limited turret rotation speed and also have a linear mouse response.
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Old 05-03-2010, 02:40 PM   #22 (permalink)
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Quote:
Originally Posted by Renegade0260 View Post
If all aiming was like that, then tank turrets could move 180 degrees in 0.1 seconds = BAD.

So what you are suggesting is impossible. I.e. It's impossible to have a limited turret rotation speed and also have a linear mouse response.
Hm, it worked pretty well in BF2 and BF2142.

Also, I believe that this negative acceleration has nothing to do with the different rotation speed of vehicles anyway.
Increasing mouse sensitivity in the settings doesn't suddenly make your tank spin like fan, does it?
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Old 05-03-2010, 02:50 PM   #23 (permalink)
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Ok, can you explain how to achieve a completely linear response from the mouse no matter how fast you move it, yet still impose a limit on the rotation speed (angular velocity) of turrets?
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Old 05-03-2010, 03:23 PM   #24 (permalink)
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there is some weirdness going on with mouse controls between sp and mp modes. sp mode feels too quick in comparison to mp mode...so switching from one more to the other takes adjustments of sensitivity settings for me.
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Old 05-03-2010, 03:33 PM   #25 (permalink)
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Quote:
Originally Posted by crabula View Post
My razer copperhead 2000dpi is too old? Damn where have I been living! =P

To be fair I've only noticed it once or twice in infantry, but with tank turrets it's very apparent.
They quit making that mouse about 5 years ago, so ya it's pretty old. But it is the same mouse I use and I have no issues. The slow movement of the tank turret is there for realism. The in-game turret actually moves at a very realistic pace. Those things can't turn on a dime, you know?
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