![]() These are 2 very different things and not at all related. so if you have a curve like that where 10% stick movment is 7% turn speed, that's gonna be always exactly that no matter how long you hold it there. The only thing a curve changes is the in-between, as in 10% stick movement might only give you 7% turn speed, BUT it's always consistent if no acceleration is applied. Moving the stick to 100% ON ANY curve will always give you 100% turn speed if no acceleration is present. THAT IS ACCELERATIONĪ sensitivity curve (as shown in your graphs) changes how fast you turn in relation to how far you move the stick. That curve is still not acceleration, it's a sensitivity curve.Īim acceleration means (usually) that the longer you hold the stick in any direction, the faster you turn.Īs in, you move the stick right to the edge but you don't immediately arw at 100% turn speed, but you instead have to wait and can see the camera speeding up over time even tho you had your stick at 100% the whole time. and that's true for every game that doesn't let you change the curve in detail.Īnd most of the games most people would agree have Great aiming controls use a curve that looks like that second one The game has a linear settings in the normal control settings, that setting is not even close to the true linear 0 of the advanced settings. in Apex the term true linear is used to describe going into the advanced settings and settings the curve to 0. The thing is, having a curve is good, you have way more fine movement in the inner circle of the stick, but can go full 180° by flicking the stick.Įven if you set the curve to linear, almost no game actually uses a true linear curve. this is what almost every shooter with decent stick aiming uses as the standard setting. (they call it "ramp-up" in apex tho)Īnd yeah, that curve up there is basically what CoD and Apex use. I turn acceleration off in the advanced settings of course but the standard settings use slightly acceleration. as does Titanfall if you use the standard settings. but funnily enough CoD has acceleration, like actual acceleration. YOU ARE AGAIN USING THE WORD ACCELERATION. FPS to FPS) with the same framerate might feel day and night. ![]() Anyway I hope that sheds some light why some games have aim mechanics that feel like shit, and why switching between two games in the same genre (e.g. Think about how clean and crisp Destiny feels 30fps. ![]() Input latency also plays a role, as does a low or inconsistent framerate, but they are small potatoes compared to a bad aim mechanic. Luckily I've moved to PC as I'm sure it's the same team behind the controls. It gave me flashbacks of Halo 5's launch where so many of us had to spend months begging on Reddit and Halo's forums for a fix. I was reading comments last night about how the controls felt a bit off. Each of these games got about 3-4 aim mechanic updates over their lifecycle - they got better, but are still quite bad and still stand out as the two of the worst examples in the industry. They don't only have aim acceleration, but they have acceleration jumps, which means it's not even a curve like you see s a wavy line with steps. The very worst examples of this in the industry are Halo 5 and Rainbow Six Siege (console version). The preferred controller aids these days are aim assist or bullet magnetism, not weird aim acceleration curves. ![]() Those days are over, yet developers still cling onto these old concepts for some weird reason, even though industry leading games like BF and COD have largely moved away from them. This originated from the early days of console when no one was used to playing with dual analogue controls, so they were trying to find all sorts of unique solutions to help ease people into them. ![]()
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