I have been in love with mouse acceleration ever since I discovered RawAccel; it’s nice to be able to flick to quickly flick and have slow aim as a gradient.

  • In Team Fortress 2 I can easily adapt to different aim styles; classes have different aim styles, so aim adaptability is useful.

  • In Enter The Gungeon I can quickly peak at enemies and change my aim.

Why is mouse accel still hated?!

  • Cmar@lemmy.world
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    1 year ago

    Muscle memory, having the cursor / aim be an upredictable variable depending on the speed of the movement feels very wrong to me.

    Floaty feeling, one of the things I try to do first with every Bethseda game is to try and force raw mouse input, otherwise it feels like I’m trying to control a mouse cursor that is sliding on ice.

    I have not tried the RawAccel druver you’ve linked so can’t comment on that.

    • Nawor3565@lemmy.blahaj.zone
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      1 year ago

      How does it reduce accuracy? It allows you to make very precise movements if you move the mouse slowly, but make large movements very quickly by flicking the mouse instead of needing to pick it up and move it multiple times.

      • Shikadi@lemmy.sdf.org
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        1 year ago

        Depends if the acceleration is continuous or not. Also, it used to be implemented very poorly, not sure if it still is

  • Nawor3565@lemmy.blahaj.zone
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    1 year ago

    I really don’t get the hate for it. In an FPS for example, it allows you to quickly aim between far-apart targets by moving the mouse fast, and then home in on them by moving the mouse slow. The same principle applies to pretty much anything that needs accurate, non-consistantly-spaced clicks.