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ME2: How do i fix mouse acceleration? [Temp Fix!]


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#26
pyide

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Is this negative acceleration? I don't know what you'd call it

When you move the mouse fast the view actually turns slower or stops suddenly. And if you move the mouse slowly, the view spins faster. This is backwards from almost every 3rd or 1st person PC game I've played, including the first Mass Effect. When you move the mouse fast, the view should respond in kind, same if you move it slower, not the opposite way like Mass Effect 2 :(

To help you 360 only guys undertand better, imagine when you moved the right stick to the far left or right, and instead of the view turning around faster the closer you got to the edge, it actually got slower - and if you barely moved from the center it spun around faster. That's kind of what is happening here and it's ridiculously broken. At this point I wish I could hook a gamepad up because it would likely work the way I'd expect it to.

Editado por pyide, 27 enero 2010 - 07:26 .


#27
pyide

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Speaking of analog sticks, that is exactly how mouse movement feels in this game, except the inverse. Most 3rd and 1st person games on the console use the analog sticks to give you a finer control of movement and speed. If you move them a little bit, your character moves or turns a little bit, move them all the way to the edge and the character moves or turns faster.

Now in the vast majority of PC games, there is no acceleration like this. Some of course have options to enable / disable accel, but usually where you move the mouse is where you look with the camera, and how fast you move the mouse is tied to how fast you look with the camera, the only variance is the sensititivity. The higher the sens is, is, the faster you look by default, lower is slower. If you had set the sensitivity up so the camera does a perfect 360 when you mouse from the left edge to the right edge of your mousepad, it will do that same 360 when no acceleration is present no matter how fast or slow you move the mouse.

Acceleration changes this up. As you speed up the mouse movement, the camera also speeds up to reflect this. Whereas going from the left edge to the right edge of a mousepad without acceleration did a 360, with acceleration it might do a 720 instead. Now that is still sort of normal in the grand scheme of PC games and user inputs. Mass Effect 2 however behaves in the opposite way. The slower you move the mouse, the faster the camera turns, and the faster you move the mouse the slower it turns. Going slowly from the left to right edge might do a 720, an average speed would do the 360, and a fast flick might stop at 90 degrees. It's completely backwards and / or flat out broken. I'm assuming many people out there haven't noticed because they don't use variable mouse movements themselves. If you could keep your movements consistent, somwhere in the middle, you might not ever realize there was a problem. But that's really hard for me to do.

I hope the BioWare guys like Jesse Houston see these posts and test the game for themselves. Whatever is going on here, acceleration, deceleration, reverse accerelation, whatever, I really can't imagine how the game shipped in this state unless no one noticed it or it isn't affecting everyone out there. Whatever the case is, I hope they fix it up right and soon. If not, they should at least add or unlock gamepad support, because that seems to be the ideal way to play the game at this time.

Editado por pyide, 27 enero 2010 - 02:24 .


#28
lordvesel

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Praying for a quick hotfix. Mouse acceleration (or deceleration, though I've never experienced this) is the true horror of console to PC ports. I'm almost starting to regret buying ME2 for PC in the first place :(



Glad the thread got noticed though, maybe something will happen :D

#29
PartyPoo

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Thanks guys, I've edited the topic so it now contains your fix. Its a big improvement :)

Edit: And ofcourse thanks to Jesse Houston for looking into it. We appreciate it.

Editado por PartyPoo, 27 enero 2010 - 02:10 .


#30
pyide

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By the way, I'm pretty sure disabling the mouse smoothing with this method does a whole lot of nothing to fix the odd acceleration / deceleration / whatever the hell is going on here. So I wouldn't call it a fix, not even a temporary one to the real problem.

Changing the sensitivity however still works as advertised. But again, does nothing to fix the negative acceleration. In fact using a lower sensitivity only seems to exacerbate the problem, or simply makes it much more apparent to me anyway. I'm using  0.3 at the moment as 1.0 is way too fast for me.

Editado por pyide, 27 enero 2010 - 02:37 .


#31
PartyPoo

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All I can say is that turning it off fixed it for me. I tested for acceleration after, and it is still there, but not nearly as extreme as before. I can do a twich 180' now without spinning wildly. I haven't had any inversed acceleration so far.

#32
lordvesel

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Awesome, better than nothing for sure :P. Will try it out tomorrow as it's release-time in europe!

#33
pyide

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Okay, so after searching I found the final fix for getting rid of the negative acceleration. Someone might have beat me to it, but if they did I haven't seen it yet. And you are a bastard for not telling us sooner!

Under [SFXGame.BioPlayerInput] in the Coalesced.ini you'll see
bUseMouseDampening=true

Change that to false and get rid of another unecessary character because you are adding one to keep the game from crashing. I took another zero off doubleclicktime because of its close proximity to 2 of the 3 mouse options.


NOTE: doing this required me to lower my sensitivity even further. I would suggest starting with 0.1 or 0.2 and going from there. Right now I'm using 0.12 and everything is great but again, but I had to get rid of another character because I added one, and like before I took simply removed another 0 from doubleclicktime.

All these settings have finally and totally fixed my mouse problems. If Bioware doesn't want to add options for sensitivity, smoothing, and dampening into the options for real, they should at least let us edit the config like normal without crashing the game because of a wrong character count.



Update: If disabling the mouse dampening results in hyper-sensitive mouse control for you in the conversational wheel, try increasing AccumulationDivisor=100.0f to =600.0f or more or less, whatever you prefer.

Increasing this value should smooth out and slow down the mouse cursor when choosing dialogue responses.



Hope everyone having problems sees this!

Editado por pyide, 28 enero 2010 - 11:06 .


#34
Bann Duncan

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eyetumor wrote...

there's also no toggle for walk. ME1 had a walk toggle option. I posted this already here in another threath. i'ts dissapointing to see a game I love so much not recieving the same attention as the console version. Looks like they just ported it over.


*sigh* ME PC was a port; ME2 PC is not.

#35
IKe0s

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Editado por IKe0s, 29 enero 2010 - 07:59 .


#36
pyide

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Thanks, but I already have it working fine in my own ini. How did you manage to insert a screenshot bind though? What's the trick to keep the custom config from crashing the game?

#37
lordvesel

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We should get a sticky, will probably be handy for more people in the upcoming days.

#38
Armedblade

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If you use an app like winmerge you can see he changed another line, maybe that was key to getting it to work?


#39
garrettmaruk

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eyetumor wrote...

there's also no toggle for walk. ME1 had a walk toggle option. I posted this already here in another threath. i'ts dissapointing to see a game I love so much not recieving the same attention as the console version. Looks like they just ported it over.

walking is so totally useless, i unbound it to make room for other stuff....

Also what does making dampening false actually do?  My mouse acceleration was the only problem i really had and when i get home il try this fix, but it doesnt seem like i get negative accel.

Also i put camera settings to low, left sens at default 1.0, and used my on the fly mouse dpi changing thing to bring it down to 1000 when i play ME2 (i regularly run either 2000 or 2500 depending on the game, although i leave it on 1000/1500 when on the desktop.

Editado por garrettmaruk, 28 enero 2010 - 05:46 .


#40
Roros5e

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I tried lowering the dpi at first, but this made navigating menues and interfaces pretty awkward. The config edit worked fine, but it's beyond me why they don't let us adjust it in-game.

#41
LarryBann

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Jesse Houston wrote...

Going to look into it tomorrow.


With all the different topics on this one issue (I've posted in several myself), they should pin this one.

#42
AAlanion

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Thanks for the quick fix, it was nearly unplayable before.

#43
pyide

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Update: If disabling the mouse dampening results in hyper-sensitive mouse control for you in the conversational wheel, try increasing AccumulationDivisor=100.0f to =600.0f or more or less, whatever you prefer.

Increasing this value should smooth out and slow down the mouse cursor when choosing dialogue responses.

So unless any other issues pop up, you need to edit these 4 separate lines of the Coalesced.ini to fix the mouse input:

bEnableMouseSmoothing - change to false
bUseMouseDampening - change to false
MouseSensitivity - use a lower value when disabling dampening
AccumulationDivisor - use a higher value when disabling dampening

Editado por pyide, 28 enero 2010 - 11:07 .


#44
Derk Rumbottom

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Nice work Pyide. These changes help A LOT.

#45
SWAGLE NUTS

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Thanks for posting this, ill give it a try when i get home.

i have to admit I thought Demurge did a pretty bad port for ME 1 and when i heard that ME2 was going to be ported by Bioware i was hopefull that they would do the pc version justice (IE surround sound support) and then when i found that there was absolutely no surround and no mouse sensitivity (< kinda standard right). i mean quite frankly Demurge did a better job and I thought that was a bad pc port lol.



I really wish EA didnt swallow up Bioware, i get the feeling that EA execs are always pushing to release material before its even done and cutting out creative talent, to get higher profits because thats what business school taught them. . ./rant

#46
Derk Rumbottom

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I though Demiurge did a great job with the ME1 port. If you didn't know any better, there was no way to tell it was a port. All the UI stuff was de-consolised beautifully.

#47
SWAGLE NUTS

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well yeah, i suppose demurge did a good job, i was just miffed at how many sound issues it had with my Creative X-Fi, with 7.1 surround sound speakers

Editado por SWAGLE NUTS, 29 enero 2010 - 12:30 .


#48
eclipsez0red

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ALL THE INFORMATION FOR FIXING YOUR MOUSE IN ME2 IS IN THIS THREAD

http://social.biowar...784595/3#829186

1) force vsync off (vsync causes mouse lag in ALL games on lcd monitors)
2) disable mouse dampening
3) disable mouse smoothing
4) lower game config mouse sensitivity to very low 0.1 or 0.2 if you turn off damping
5) (optional) to fix the mouse speed in the conversation wheel you can change the accumulation divisor

its all in that thread

OP i noticed you have been updating this thread

update your FIRST POST with ALL of this information in one post

thankyou and gl and hf

Editado por eclipsez0red, 29 enero 2010 - 07:19 .


#49
eclipsez0red

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double post

Editado por eclipsez0red, 29 enero 2010 - 09:30 .


#50
eclipsez0red

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PartyPoo wrote...

Greetings,

I have to say I'm a bit disapointed by the forced mouse acceleration and seemingly no way of changing sensitivity. It just seems like a thing that you wouldn't forget, or that would be caught though playtesting, but I guess I'm part of a special breed that notices these things.


LOL my thoughts exactly!

hi bioware, your PC play testers are pretty bad :)


i bet alot of the bioware staff and pc play testers did all these
little mouse fixes to their games and then just played like that all
the time

but when it came time to release the game they forgot that they had left all the pc mouse controls unchanged in the retail copy

Editado por eclipsez0red, 29 enero 2010 - 09:32 .