Mouse Acceleration pt 1

Benefits of Acceleration

Mouse Settings For Acceleration

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Smooth and very accurate tracking of someone is very difficult with high sensitivity, humans will overshoot and undershoot when trying to catch up to the moving target as it dodges back and forth, this is most easily seen at longer ranges.Lower sensitivities make it much easier to stay on target but require more effort from your arm, and, critically, it's then very difficult to keep track of someone running rings around you at point blank range. There are also lots of situations where smooth tracking aim is not important, but instantly snapping to position is vital, such as when you are surprised by an enemy, or to flick onto a target with the railgun, or in close to mid range rocket fights, you need to get to where you need to fire near instantly.Not using mouse acceleration means no matter how fast you move your mouse in your hand, if it's over the same distance, say 25cm, your player will turn the same number of degrees within the game, they will just get there faster if you move faster.If you use acceleration then moving your mouse very slowly might turn 360 degrees in 25cm, but moving your mouse faster might turn 360 degrees in just 10cm, or even less distance depending on the speed you move and the acceleration you have set, people tune it to what feels comfortable and accurate for them.No acceleration tends to have a sweet spot where you are most comfortable moving your hand at the speed required to hit the player you are aiming at, this then makes you look to gain that position in your fights and it may or may not be a good distance for your opponent.People use mouse acceleration to try and achieve the best results at any range, it makes it easier to maintain slow steady aim when necessary, but with acceleration enabled they can turn faster by moving the mouse faster over much shorter distances when necessary, not needing multiple swipes or a much larger pad. It's not uncommon for people to set their entire mouse mat width as the distance used for 360 degrees turning in game, or less such as 180 degrees requiring the mouse is picked up and re-positioned to start swiping in the same direction again to keep going. This obviously requires a large mat and a lot of work when using no acceleration.Acceleration can give exceptional aim at a much broader range of distances, but it's far far harder to find settings that work well for you, it's far more subjective as to what those settings are, and can be far harder to find consistency with. It's a lot easier to set up well and have consistency with at very low fov (eg 100 down to 90) where the cut down view makes high speed turning more necessary, but lower sensitivity is even more important for tracking.I believe its a lot easier for muscle memory to learn to move X distance to achieve a result, and then you can reflexively move that distance at any speed to snap onto a target, this makes flick rails and rockets very useful and accurate. With acceleration thrown in you can still build up muscle memory but the slightest inconsistency has a magnified effect on where your aim will end up, hence it's a lot harder to work out a decent acceleration set up with very high consistency in your aim.Thus there are pros and cons of both methods, you have to find which works best for you.: The base sensitivity, how the setting relates to cm/360 depends on your mouse DPI.: Vertical view movement sensitivity.: Horizontal view movement sensitivitym_pitch and m_yaw are not unique to mouse acceleration setups, but it's more common to use them with very low base sensitivities with or without acceleration.- In the simplest terms normally if you move your mouse over a set distance on the mouse pad very slowly, or move your mouse over the exact same distance as quickly as your arm can move, the distance your view turns around would be identical you would just complete the turn in less time as your mouse was moved more quickly.With acceleration greater than zero, the speed at which you move your mouse over a distance increases the turning speed of your view. So even if you cover the same distance or less physically over your mouse mat, moving your hand faster than normal the amount your view turns around in game would be greater, maybe even multiple 360 degree turns if you moved fast enough or acceleration was high enough (too high!).There's a very nice tool designed to graph this and help with conversion from different Quake Live settings on https://github.com/freesta/ql-mav/releases (The settings in Quake Champions are the same so long as m_cpi in the tool is at zero): Sets mouse sensitivity limit when using mouse acceleration, if if your normal sensitivity is 2 and you set Senscap 4 then when you have acceleration enabled no matter how fast you move your mouse, your cursor will never move faster than as if your sensitivity was 4 without acceleration.: is almost like an opposite to senscap, if your mouse movement speed is lower than the value set no acceleration is applied, this lets you set a zone where you have absolutely constant cursor speed until you move your mouse fast enough to then start to trigger any mouse acceleration that you have set.lets you alter the default power of 2 acceleration curve.sets to your mouse DPI to make 'sensitivity' a value in units of 360/cm, you can use the qlmav tool to swap between m_cpi and non m_cpi settings to convert sens/acceleration settings for mouse DPI changes which is useful though it's best to use the updated build at the bottom of this post for increased precisionx-scale and y-scale just alter the scale of the graph shown, they are not mouse settings.FPS alters how quickly qlmav samples your mouse movement, as it moves the red dot along the line to show your current mouse speed.In the above image I have set qlmav up to demonstrate the settings visually as best as possible, I wouldn't recommend playing with them set so high.The flat section of the line on the far left shows the effect of zero acceleration until the speed set by Offset has been met, if you moved your mouse slowly you would see the red dot stay on that line.Once you moved fast enough you would break through that limit, and depending on how fast you then moved above that speed you would see the dot somewhere along the acceleration slope.The flat line on the far right demonstrates the sensitivity cap, which is capping the acceleration, no matter how fast you move the mouse at this point there is no more acceleration applied.NOTE - qlmav's rounding problems get worse as you use higher DPI, eg, converting 0.02 acceleration at m_cpi 3200 to non m_cpi it will report a reasonable sensitivity, but acceleration 0.00, which sadly is not useful.I found the source for ql-mav was updated for greater precision, but no binary released, so I have compiled it and released it here