As long as your character is oriented in a vertical way, there’s twice as much horizontal breadth to cover as vertical.
In other words, you can turn in a full circle but you can’t rotate up or down in a full circle.
tsonfeir@lemm.ee 11 months ago
Me. The vertical is slightly lower than the horizontal. Means I turn fast but stay more on the horizon. Probably a habit from FPS where targets are pretty much on the same level as you.
As long as your character is oriented in a vertical way, there’s twice as much horizontal breadth to cover as vertical.
In other words, you can turn in a full circle but you can’t rotate up or down in a full circle.
ChillDude69@lemmynsfw.com 11 months ago
The more people mention this, the more I’m almost starting to continue trying it. If you really get used to it, it probably does make it easier to adjust the Y axis for headshots, while you’re turning through the X axis. Basically, if you have to cover more Y axis space on the mousepad to adjust the same amount of Y pixels on the screen, you’d theoretically be less likely to move too much in that axis, and overshoot where you want to place the crosshairs.
On the other hand, I’ve been using the same values for X and Y for decades. There’s a lot of accumulated muscle memory to reprogram.
Now I wonder how many pro FPS players play with different X and Y settings…
cooljacob204@kbin.social 11 months ago
Don't try it. You will regret it when you play the 90% of games that don't let you set both.
ChillDude69@lemmynsfw.com 11 months ago
Wisdom.
tsonfeir@lemm.ee 11 months ago
I really think it’s a matter of preference. I also invert-Y
ChillDude69@lemmynsfw.com 11 months ago
I think I would actually lose my mind, trying to switch to inverted Y. Have you always rolled like that?
tsonfeir@lemm.ee 11 months ago
Yeah. Too much flight simulator I guess. Forward is dive. Back is pull up.
Carighan@lemmy.world 11 months ago
Weird Crew reporting in, running up to you using ESDF. 😅