this is the games NEGATIVE mouse acceleration, its....complicated... faster mouse movements OR higher sensitivity settings OR higher DPIs do the REVERSE of optimizing your reticule speed to be the "turn rate cap"
turning mouse accel off in your OS, ingame settings, settings config, or even through your mouses proprietary driver settings for higher end mice, does jack all to stop this, im pretty sure theres something in the client that forces this but ive no way to find out,
mechfighters comment leads me think theres a complex algorithm that runs a bunch of numbers about FoV (frame rate? probably not) mouse input and mesh actor camera angles to find out if it needs to throttle the user
ive lobbied for weakening the threshold of activation on this throttling to allow for more easily adjustable user mouse settings to ease interaction and reticule speed correlation in the past but..... i mean ive seen no dev documentation to know where that threshold IS and havent sifted the configs in a WHILE to see if i can find it, nor have i lobbied for this in recent enough times to keep it a relevant topic but... yea
ultimately it would require a change to the PC codebase likely to resolve any issues or disagreements over this, but what I want to know is how the FK the devs handled this when it came down to console controller joystick to reticule correlation lmao
i mean its not like their playtesters could have missed it, nor would the devs have overlooked documentation about it, its likely ingrained somewhere in the documentation about the turn cap?
Edited by ArchMech, 18 February 2017 - 05:00 PM.