Titanfall 2 ghostrunner off8/23/2023 ![]() Independent from the display hardware or v-sync options. The settings (in-game) allows the user to define custom limits to the number of rendered frames per second. Independent from the render resolution or UI scaling. The settings (in-game) allows the user to define custom crosshair size, colors and/or shapes. The UI elements can be locked to an specific platform when displaying button hints (eg KB+M, Xbox or PlayStation), otherwise the game may try to auto-detect which single input was used last, and visually glitch back and forth while using fusion input. ![]() The user interface elements can be adjusted in size, independently from the render resolution. If the game UI and/or overlays can be adjusted with different color profiles, to help people with color vision deficiency to identify better these elements. Some players may experience discomfort if the FOV does not feel right. The settings (in-game) allows the user to define a custom Field Of View, which is how narrow (tunnel vision) or wide (fisheye lens) the camera perspective is rendered. In these cases the reference will use FOV=90 or FPS=60 as baseline. Note that some games have their sensitivity tied to the FOV or even the framerate, which is not good. Since all games feature different sensitivity implementations, this is a reference of which in-game values are recommended to obtain the same consistent response across all games. Which profile is recommended to play that specific game, given its genre and implementation. ![]() If the game features an alternative movement speed, slower than default (walk) or faster than default (run), the game allows the user to enable it by holding a momentary button: press ON -> release OFFĪlso is possible to toggle it each time the button is pressed: press ON press OFF Recommended profile If the game features crouching (a lower and slower stance), the game allows the user to enable crouching by holding a momentary button: press ON -> release OFFĪlso is possible to toggle crouching each time the button is pressed: press ON press OFF Walk/run hold & toggle If the game features sprint (a faster movement in the forward direction), the game allows the user to enable sprint by holding a momentary button: press ON -> release OFFĪlso is possible to toggle sprint each time the button is pressed: press ON press OFF, though some games may auto-disengage sprint when the movement is over. If the game features ADS, the game allows the user to enable ADS by holding a momentary button: press ON -> release OFFĪlso is possible to toggle ADS each time the button is pressed: press ON press OFF Sprint hold & toggle If the game features Aim Down Sight (a modifier using a lower sensitivity for precise aiming), the game allows the user to define a custom sensitivity for it, independent from the main sensitivity. Is possible to navigate the menus and all user interface options (eg inventory actions) just with the mouse cursor and mouse clicks. The settings (in-game) allows the user to change the default gamepad actions to any arbitrary buttons (not just presets). The settings (in-game) allows the user to change the default keyboard and mouse actions to any arbitrary keys. This may be important if the user needs to define very small values (eg 0.007) to make their setup usable. The settings (in-game) allows the user the define any arbitrary decimal value, not rounded to a limited amount of digits. The game uses (or has the option to use) the original mouse values provided by the operative system, with no additional scaling, smoothing, nor acceleration. Most game engines support fusion input with no issue, but some other fail because the game must be either in "pc mode" or in "console mode" (awful idea), or because the game UI glitches and makes the game to stutter. Since this feature did not have a proper name, we coined the term Fusion input, which everyone is welcome to use, meaning the term is copyleft. This is normally used for controlling the camera with mouse while controlling the character movement with a gamepad thumbstick. If the game is capable of handling all mouse, keyboard, and gamepad input at the same time.
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