![]() ![]() E.g: if you move ten pixels worth of movement with 1.5 sens in Quake, then it spins your character 10*1.5*0.022 = 0.33 degrees. The result is the number of degrees that you turn. So when you move your mouse to the side, games will take the number of pixels the mouse cursor would have moved on your desktop, then multiply that by your mouse sensitivity value, and the yaw value. Sometimes it's known or even changeable (Quake/Source engine historically has used 0.022 by default, and often you can use the m_yaw command to set it), sometimes it's hidden (Overwatch is known to be 0.0066), and sometimes it scales with the game's FOV (which is the default for Unreal Engine games, unless the developer turns the option off). The most important thing to know is that each 3D game has an internal "yaw" value that is used to translate horizontal mouse movements to turning in 3D games.
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