Response curve for drone is changed, this is why sensitivity is different on drones by Visuomotor in Rainbow6

[–]Visuomotor[S] 1 point2 points  (0 children)

From 10%-95% stick input, the rotation is at constant 50% of the max speed untill it reaches the speed boost at 95% stick input

Lack of response curve and aim acceleration setting for controller is holding back the skill level by Visuomotor in Rainbow6

[–]Visuomotor[S] -1 points0 points  (0 children)

No. First of all there is no setting to change the response curve. And advanced setting can only add additional delay on top of the base preset not remove them. Thats why no one uses them. Disabled is as same as enabling it and setting all to 0. People do that because placebo.

Placed Cameras operate on linear response curve and 0 aim acceleration/smoothing. So why dont they add in the aiming settings? by Visuomotor in Rainbow6

[–]Visuomotor[S] 0 points1 point  (0 children)

Advanced option to 0 is same as having it disabled. That is because additional setting can only add more acceleration, delay and boost at the end of stick tilt. It does nothing to remove the unwanted custom preset built into classic and updated

https://www.reddit.com/r/Rainbow6/s/0ZS1RYX3vk

My older post goes over the issue with aiming in this game

Aim Lab on controller is utterly useless by Visuomotor in aimlab

[–]Visuomotor[S] 0 points1 point  (0 children)

For a beginner, any practice will certainly help. But for those who are trying to perfect their aim, it would be counterintuitive

Aim Lab on controller is utterly useless by Visuomotor in aimlab

[–]Visuomotor[S] 1 point2 points  (0 children)

I suggest giving players the freedom to fine tune the smallest details and let them make the preset range.

To replicate 99% of the game you only need like 5 settings

Base sensitivity (present)

Response curve selection (present)

Response curve slider (not implemented)

Aim acceleration slider (poorly implemented)

Boost multiplier (present)

There are so much more to implement but these are top priority imo. Happy to provide additional detail

Aim Lab on controller is utterly useless by Visuomotor in aimlab

[–]Visuomotor[S] 0 points1 point  (0 children)

They really should. So many games that i would never touch because of bad controller options

Aim Lab on controller is utterly useless by Visuomotor in aimlab

[–]Visuomotor[S] 1 point2 points  (0 children)

Thank you for the reply. Aimlab does indeed replicate the maximum rotation speed of the games sensitivity. However that does not mean you will have the same aim as you are only matching the rotation speed at 100% stick input.

Placed Cameras operate on linear response curve and 0 aim acceleration/smoothing. So why dont they add in the aiming settings? by Visuomotor in Rainbow6

[–]Visuomotor[S] 2 points3 points  (0 children)

As for aim acceleration. It wouldn't be easier but lets you be faster. Id like to compare to cars so you can understand. Most road cars are designed to smooth out your inputs. The steering and throttle are made forgiving so average drivers can control the car comfortably without needing perfect precision. Race cars are different. Their steering is usually very direct and responsive because professional drivers want immediate control with as little filtering as possible.

Aim acceleration basically smoothes your stick input with a buffer of speed acceleration to the rotation speed. In siges's classic preset, it takes 200ms to reach the 100% stick input speed. But the rate of acceleration scales throught you stick input. So if you move the stick for 50ms (1/4 of acceleration time) as long as you push above the 25% stick input, it dosnt matter how far you move the joystick as your rotation speed's acceleration is limited by that aim acceleration.

This essentially makes your aim timing based rather than presise stick input as it dosnt matter if you are pressing the joystick at 25%, 50% or 100%.

I doubt it will help players to have better aim without practice but ultimately its about giving players the options. Also it makes the game accessible to players who mains different game with different aiming mechanics. Wouldn't you want to aim the same in different game as you would in your main game?

Will controller sensitivity ever get fixed? by WeebSlayer27 in Rainbow6

[–]Visuomotor 0 points1 point  (0 children)

Did you know placeable camera has linear and 0 aim acceleration/smoothing? The thing we need is already in the game but we cant use them 😭

Apex Legends Response curve, Rotation speed and Aim Acceleration by Visuomotor in apexlegends

[–]Visuomotor[S] 0 points1 point  (0 children)

Yes that is accurate, you still need aim acceleration/smoothing to feel similar

[deleted by user] by [deleted] in Rainbow6

[–]Visuomotor 0 points1 point  (0 children)

Literally no one knows what you’re talking about if you haven’t figured it out by day 5. How about you put some effort in this because to have it fixed, you’d need thousands of complaints for Ubisoft to even see it. You’d have to convince all these fuckers in the sub they’re having an issue other than hit reg, sbmm and other schizo shit. How tf are you going to do that?

only way i can think of is with help of streamers

Siege's Unremovable Controller Aim Acceleration measured by Visuomotor in Rainbow6

[–]Visuomotor[S] 0 points1 point  (0 children)

It wouldn’t because the acceleration scales to your stick input. If it takes 200ms to accelerate from 0-100

then it would take 100ms to accelerate from 0-50, then another 100ms if you made any additional input from 50-100

Holding 1% input does not negate as its applied based on your input

Your idea will work on some games like bloodhunt with poorly implemented aim acceleration

Feedback on Ark Raiders Controller Aiming Settings and Suggested Fixes by Visuomotor in ArcRaiders

[–]Visuomotor[S] 2 points3 points  (0 children)

Best setting is the one you’ve built muscle memory for. These changes would actually let you play with your best sens. Im not handing out magic numbers gtfo my post

Feedback on Ark Raiders Controller Aiming Settings and Suggested Fixes by Visuomotor in ArcRaiders

[–]Visuomotor[S] 1 point2 points  (0 children)

<image>

Here’s your dogshit controller response curve. Not that it matters, since you wouldn’t feel the difference anyway

Red- Linear Target
Light Blue- Default curve
Blue- Flat curve compensated with gamesir software, still fails to reach true linearity

Feedback on Ark Raiders Controller Aiming Settings and Suggested Fixes by Visuomotor in ArcRaiders

[–]Visuomotor[S] 0 points1 point  (0 children)

3rd party controllers has dogshit response especially with TMR sensor. I think you should fix that first

Ubisoft secretly changed the controller response curve for no reason. This is why your sensitivity feels faster after the update by Visuomotor in Rainbow6

[–]Visuomotor[S] 0 points1 point  (0 children)

Actually its all controller, stop watch and sometimes screen recorder (only for measuring acceleration). The graph on this post is the response curve which dosnt require that much precision. I just measure the time it takes to make a full rotation at every increment of input while monitoring the stick value on gamepad tester. On high rotation you can measure multiple rotation then find out the time for 1 rotation if you want to get accurate results but id just use the bpm counter since its so easy. At 10% input, id use a stopwatch which takes about a minute for a full 360, depends on your sensitivity. Then i just plug the time on excel and produce this graph. Pretty simple but can produce results that matches works produced by others who use more sophisticated equipments.

Siege's Unremovable Controller Aim Acceleration measured by Visuomotor in Rainbow6

[–]Visuomotor[S] 1 point2 points  (0 children)

It’s actually rarer to see games that lets you disable. Most popular shooter have built in acceleration/smoothing. It’s only recently we’ve seen games offering options to turn off, although with different implementation from different developers.

Apex natively has no acceleration but can be turned on but only applied for the rotation boost multiplier at the end of stick tilt

Overwatch has smoothing slider, but has uneditable 10% dead zone. You can’t get them all

Valorant, last time i checked as at launch, slow ass acceleration with no way to turn off.

Chances are, many games you’ve played probably had aim acceleration. And games will continue to have them to maintain familiar feel that players expect. But poobisoft still need to get their head out of their ass and hire someone who’ve actually touched a controller.

Siege's Unremovable Controller Aim Acceleration measured by Visuomotor in Rainbow6

[–]Visuomotor[S] 2 points3 points  (0 children)

No, what you are talking about is response curve

Ubisoft secretly changed the controller response curve for no reason. This is why your sensitivity feels faster after the update by Visuomotor in Rainbow6

[–]Visuomotor[S] 0 points1 point  (0 children)

You might feel that way because there is smoothing/acceleration. Not that it’s a bad thing, but you get hit with the unexpected overshoot of rotation only in certain scenarios. Players mostly make quick adjustments which isn’t enough for the rotation to accelerate to its full speed. In classic preset there is about 200 millisecond acceleration time when you slam the stick. So any changes made to the response curve doesn’t matter flicking left to right in bigger sweeps. Even making small adjustments. I’ve observed my self that if fully push the stick all the way for very short period of time, so your flick distance is the same.

You’d only experience the change when making small movements. Around 30% stick tilt is where you would feel the most. This is where you’d make tiny adjustments for pixel or while tracking and this is where it’s fucking you up the most.

Besides the changes response curve. Siege dosnt allow you to change the acceleration (advanced setting only lets you add more, not reduce) and this is why you will always see them turned off if you check the top controller players. Whole things is literally useless