Post by toysrme6v0 on Apr 4, 2012 17:46:43 GMT -5
Updated information shall be found in this google document's folder:
docs.google.com/open?id=0B3jq3Adc2gXiRExmcncyQ0ZUYXEtOGNwTmxJcm9yUQ
Go start tweeting, emailing & spamming "community bulldoo-dooters", programmers, play testers & home forums in game / suggestion / bug / improvement / feedback sections.
Need to know what you should be talking about? I got you covered.
docs.google.com/document/d/10cQUX_OZrN_hogdnd40t9jEbHEms8DZuqsTXwtTmNKA/edit
COD vs Battlefield vs Halo: Reach vs Portal2 (same as all Valve games) vs UT 3 (representing most Unreal and Quake engine games)
Default Speeds:
Maximum Speeds:
The Master Lists:
Due to the high resolution, it is easiest for you to simply download the image from google documents vs viewing in the forum where you cant see what's going on!
Default Speeds:
docs.google.com/open?id=0B3jq3Adc2gXiVWFBWnc0a3JSQnFoTERXTVkwVlB4QQ
Maximum Speeds:
docs.google.com/open?id=0B3jq3Adc2gXiVWFBWnc0a3JSQnFoTERXTVkwVlB4QQ
Default:
Maximum:
See the @#$% that get's peddled by the five major studios/engines?
(IW/Trey, DI, Bungie, Valve, Epic)
Default Speeds:
docs.google.com/open?id=0B3jq3Adc2gXicWpHSDJkSE1TeTJTMF96ZnB3M19kUQ
Maximum Speeds:
docs.google.com/open?id=0B3jq3Adc2gXiRnl1c1I0TnNSSmEtWlRUSkhfeGhTQQ
There is not ONE game that has the "total package".
Now let's talk deadzones! Most of them suck. The majority of them suck. Frankly... If The Outfit & Quake IV's dudety circular child @#$% Bioshock's tinyness. The resulting game would be the only game every made for Console that would be great & not require further modification...
Again, if you have not read the primer, you should.
docs.google.com/document/d/10cQUX_OZrN_hogdnd40t9jEbHEms8DZuqsTXwtTmNKA/edit
Prepare to be amazed! And further perplexed at the craptasticness that is console gaming!
The full images may be found in this google documents folder.
docs.google.com/open?id=0B3jq3Adc2gXiRExmcncyQ0ZUYXEtOGNwTmxJcm9yUQ
These images are the plotting for approximately when movement starts upon deflecting the joystick. The HID (Human Interface Device) scale for joysticks is 0-65,535. The joystick is considered at "center" position when both the X and Y axis are at 32,767. The deadzone size noted is listed in how many points you must deflect in each direction before practical movement starts.
Things to note:
*The cheap joysticks do not re-center well. So you must account for this during game development.
*The larger the deadzone, the LESS joystick room is left for your acceleration curve (typically leading to huge steep curves at maximum deflection that are UNCONTROLLABLE)
*Non circular deadzones @#$% up moving in angles. For EX:
A square deadzone game has a 9000 size deadzone on the X and Y axis. (9000 points to the shortest side)
The same square deadzone has a distance of 12600 to the corners!!!!!!!!!!!! This means any angle off the pure, primary N.S.E.W. / U.D.L.R axis are accelerated!
*Non circular deadzones are harder to compensate for X and Y axis adding their movement rates together at the square of the two velocities.
On to the deadzones! (In no order because I'm super lazy)
Wolfenstien
UT3
Timeshift
The Outfit
The Orange Box
Shadowrun
RE5
Quake IV
Portal 2
Perfect Dark Zero
Operation Flashpoint: Dragon Rising
Medal of Honor: Airborn
Lost Planet 2
Left for Dead 1 & 2
Halo: Reach
GRAW 1 & 2
Ghostbusters
Call of Duty 4+
Bioshock 1 & 2
Battlefield: Bad Company 1+
I'd also like to add why this is important.
Developers have "gotten away" with this crap for seven straight years.
This generation's consoles have greatly broken the 5 year product cycle & can't even play HD games.
The NEXT generation's consoles will easily be playing 1080p games at 30fps, and with the rate people have upgraded TV types/resolutions in the last 20+ years.
If people don't stop putting up with crap NOW, BEFORE the next gen comes out (which undoubtedly will features even shorter dev cycles with even cheaper chinese crap-sticks) we'll never be rid of it.
docs.google.com/open?id=0B3jq3Adc2gXiRExmcncyQ0ZUYXEtOGNwTmxJcm9yUQ
Go start tweeting, emailing & spamming "community bulldoo-dooters", programmers, play testers & home forums in game / suggestion / bug / improvement / feedback sections.
Need to know what you should be talking about? I got you covered.
docs.google.com/document/d/10cQUX_OZrN_hogdnd40t9jEbHEms8DZuqsTXwtTmNKA/edit
COD vs Battlefield vs Halo: Reach vs Portal2 (same as all Valve games) vs UT 3 (representing most Unreal and Quake engine games)
Default Speeds:
Maximum Speeds:
The Master Lists:
Due to the high resolution, it is easiest for you to simply download the image from google documents vs viewing in the forum where you cant see what's going on!
Default Speeds:
docs.google.com/open?id=0B3jq3Adc2gXiVWFBWnc0a3JSQnFoTERXTVkwVlB4QQ
Maximum Speeds:
docs.google.com/open?id=0B3jq3Adc2gXiVWFBWnc0a3JSQnFoTERXTVkwVlB4QQ
Default:
Maximum:
See the @#$% that get's peddled by the five major studios/engines?
(IW/Trey, DI, Bungie, Valve, Epic)
Default Speeds:
docs.google.com/open?id=0B3jq3Adc2gXicWpHSDJkSE1TeTJTMF96ZnB3M19kUQ
Maximum Speeds:
docs.google.com/open?id=0B3jq3Adc2gXiRnl1c1I0TnNSSmEtWlRUSkhfeGhTQQ
There is not ONE game that has the "total package".
- Only super old games have perfectly circular DZ's.
- Most deadzones are TOOOOO BIIIIIG. 17.5% (5734) is GREAT and reclaims a TON of stick area for the vast majority of games out there. NO ONE should be using a deadzone over 7000.
- Only about half of games fix the diagonal bugs (like strafe-running, adding X+Y axis = squareroot of 2 = velocity increases by 40%)
- Too many games have VERY high minimum movement rates that leave you "hunting" (A game should have NO MORE than 3* of rotation at 30% stick throw)
- Too many games have total pissy maximum movement rates. If you aint turning over 600*/second, it's a @#$%'s game
- Too few games include a YX ratio (or dual sliders)
- Too few games include a good range of speed AND OR acceleration sliders
- Too many games sickeningly accelerate the view at 80-100% stick deflection, some even arbitrarlily do it after the view as rotated a set number of degrees, where others do it slowly.
Now let's talk deadzones! Most of them suck. The majority of them suck. Frankly... If The Outfit & Quake IV's dudety circular child @#$% Bioshock's tinyness. The resulting game would be the only game every made for Console that would be great & not require further modification...
Again, if you have not read the primer, you should.
docs.google.com/document/d/10cQUX_OZrN_hogdnd40t9jEbHEms8DZuqsTXwtTmNKA/edit
Prepare to be amazed! And further perplexed at the craptasticness that is console gaming!
The full images may be found in this google documents folder.
docs.google.com/open?id=0B3jq3Adc2gXiRExmcncyQ0ZUYXEtOGNwTmxJcm9yUQ
These images are the plotting for approximately when movement starts upon deflecting the joystick. The HID (Human Interface Device) scale for joysticks is 0-65,535. The joystick is considered at "center" position when both the X and Y axis are at 32,767. The deadzone size noted is listed in how many points you must deflect in each direction before practical movement starts.
Things to note:
*The cheap joysticks do not re-center well. So you must account for this during game development.
*The larger the deadzone, the LESS joystick room is left for your acceleration curve (typically leading to huge steep curves at maximum deflection that are UNCONTROLLABLE)
*Non circular deadzones @#$% up moving in angles. For EX:
A square deadzone game has a 9000 size deadzone on the X and Y axis. (9000 points to the shortest side)
The same square deadzone has a distance of 12600 to the corners!!!!!!!!!!!! This means any angle off the pure, primary N.S.E.W. / U.D.L.R axis are accelerated!
*Non circular deadzones are harder to compensate for X and Y axis adding their movement rates together at the square of the two velocities.
On to the deadzones! (In no order because I'm super lazy)
Wolfenstien
UT3
Timeshift
The Outfit
The Orange Box
Shadowrun
RE5
Quake IV
Portal 2
Perfect Dark Zero
Operation Flashpoint: Dragon Rising
Medal of Honor: Airborn
Lost Planet 2
Left for Dead 1 & 2
Halo: Reach
GRAW 1 & 2
Ghostbusters
Call of Duty 4+
Bioshock 1 & 2
Battlefield: Bad Company 1+
I'd also like to add why this is important.
Developers have "gotten away" with this crap for seven straight years.
This generation's consoles have greatly broken the 5 year product cycle & can't even play HD games.
The NEXT generation's consoles will easily be playing 1080p games at 30fps, and with the rate people have upgraded TV types/resolutions in the last 20+ years.
If people don't stop putting up with crap NOW, BEFORE the next gen comes out (which undoubtedly will features even shorter dev cycles with even cheaper chinese crap-sticks) we'll never be rid of it.