Minute aiming corrections at long range

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Unus Offa Unus Nex

FNG / Fresh Meat
Oct 21, 2010
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As many will have noticed by now (esp. the ones who have played around with scoped rifles alot), the precision of the aiming ingame becomes very limited once you start to zoom in on your target. This becomes esp. apparent when you add over 2x zoom, and painfully so once you start to exceed 4x zoom.

So what challenges does this pose? Well, unless some way is found for players to be able to make more minute changes to their aim, aiming at targets more than 400 m away will become extremely challenging and sometimes even impossible.

With the current precision for aiming being expressed as this or that amount of pixels pr. magnification of picture, you will start seeing robotic box like movements very quickly as the pictures gets magnified, as the minimum amount of movement starts to magnify itself proportionally with the magnification of the picture. This in turn will make hitting the spot you want to hit impossible under some circumstances, such as hitting a small target at 400+ m away.

As such I find it important that some way must be found to increase the precision to movement of aim once the picture gets magnified, so that the minimum movement of aim doesn't increase proportionally to picture magnification. Achieving this will make it possible for people to make the necessary changes to their aim as distances increase.

Note: I am not suggesting that weapon sway should be reduced, and ofcourse sway will always cause the sight picture to move around more the higher the magnification is.
 
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Icey_Pain

FNG / Fresh Meat
Aug 8, 2011
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For these occasions, I use the DPI switch on my mouse: 1800 while run&gunning, 400 for long range precision.

Wouldn't less DPI give you less precision?

I presume the issue that the OP is having, is that his aim skips pixels when zoomed in a lot. I don't see this being an issue just yet, I can't think of many maps that support shots of over 400 meters. Gumrak being one of them if it wasn't vehicle only.
 

Unus Offa Unus Nex

FNG / Fresh Meat
Oct 21, 2010
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For these occasions, I use the DPI switch on my mouse: 1800 while run&gunning, 400 for long range precision.

Won't help you since the game models precision as an amount of pixels at a set range, so that when the picture gets magnified so the does the minimum amount that you can move your sight around. Therefore it will not help by changing the sensibility of your mouse, as it will have no effect on how little you will be able to move your sight around.
 

DesiQ

FNG / Fresh Meat
Feb 5, 2011
431
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Australia
www.desiquintans.com
Won't help you since the game models precision as an amount of pixels at a set range, so that when the picture gets magnified so the does the minimum amount that you can move your sight around. Therefore it will not help by changing the sensibility of your mouse, as it will have no effect on how little you will be able to move your sight around.
I don't understand what you mean when you say, "the game models precision as an amount of pixels at a set range." Do you mean that the crosshair snaps to specific positions? I haven't noticed such a thing.

Of course decreasing mouse DPI will improve fine aiming at long range. The problem is mostly a human one after all: You can't move a mouse only a fraction of a millimetre, which is what you'd need to do to be able to shift two or three pixels to the right. What you can do is require the mouse's sensor to track more space in order to move the cursor the same distance
 

Leopardi

FNG / Fresh Meat
Apr 6, 2010
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I don't understand what you mean when you say, "the game models precision as an amount of pixels at a set range." Do you mean that the crosshair snaps to specific positions? I haven't noticed such a thing.
The game does not have pixel accuracy. That's why at longer ranges it skips pixels even at lower sensitivity/DPI, it just takes longer before the game snaps the pixels.

Like this: at 2000DPI it takes 10mm to move 5 pixels, at 200DPI it takes 100mm to move 5 pixels. There is no movement in between the 5 pixels, game doesn't allow precision below the 5 pixels. Which is very odd and sounds like a bug.
 
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DasFist

FNG / Fresh Meat
Aug 31, 2011
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where is there a range of 400m+ to be shooting from in ro2? longest I have seen is not much over 200m
 

Unus Offa Unus Nex

FNG / Fresh Meat
Oct 21, 2010
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It's very simple:

With the current ingame setting, if the smallest amount you can move about your sight picture is 1 pixel with no zoom, then it will increase to 2 pixels with 2x zoom, 4 pixels with 4x zoom and so on.

In effect this means that the movement of the sight picture skips more and more the further you zoom in, moving at a minimum of 4 pixels with 4x zoom and 6 pixels at 6x zoom. As such aiming with a 6x scope ingame becomes very challenging, as the aim isn't as easy to line up as at lower magnifications.
 
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Colt .45 killer

Grizzled Veteran
May 19, 2006
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this happens in all games ive played and afaik lower mouse resolution fixes that.

You are probably right in terms of the multiplication, but i think the greater formula is number of dots read multiplied by sensitivity?

Either way I have always got around the aim feeling like it took jumps of |--| width by turning down the sensitivity on my gaming mouse.
 

DesiQ

FNG / Fresh Meat
Feb 5, 2011
431
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Australia
www.desiquintans.com
The game does not have pixel accuracy. That's why at longer ranges it skips pixels even at lower sensitivity/DPI, it just takes longer before the game snaps the pixels.

Like this: at 2000DPI it takes 10mm to move 5 pixels, at 200DPI it takes 100mm to move 5 pixels. There is no movement in between the 5 pixels, game doesn't allow precision below the 5 pixels. Which is very odd and sounds like a bug.
Ahhhhh there ya go, so the cursor does snap to position. That's so strange. :confused:
 

mechtech

FNG / Fresh Meat
May 16, 2009
65
25
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Aiming??? Difficult???

Quick. Someone fetch the Auto-Aim implimentationer. How dare this game have any difficulty when it comes to aiming any weapon. This is not how the game was intended to be!!!

I see that you didn't read the thread. The issue was difficulty in zoomed aiming due to pixel skipping. At 6x zoom the cursor moves in 6 pixel "chunks" (at least that's what others are saying, I haven't tested it).
 

Raneman

FNG / Fresh Meat
Jan 12, 2011
642
788
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Aiming??? Difficult???

Quick. Someone fetch the Auto-Aim implimentationer. How dare this game have any difficulty when it comes to aiming any weapon. This is not how the game was intended to be!!!

Great job not reading the topic.

It's not that it's difficult, it's that the game is broken.

What's next?

*sometime a few days from now*
"I found a bug that allows the Panzer to go fully auto with it's cannon."

FIGHTING A PANZER? DIFFICULT? L2PLAY THIS IS NOT A GAME FOR BABIES
 

Unus Offa Unus Nex

FNG / Fresh Meat
Oct 21, 2010
1,809
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Good job with the Sarcasm detectors. Clearly no one from Britain here.

Regardless. No problem here with long range shots.

Sarcasm? If so you made a real poor attempt at it I must say.

Anyway you should try out the scoped rifles sometime, the pixel skipping it very noticable at higher magnifications, and becomes downright awful to watch & use at 6x zoom.
 

LugNut

FNG / Fresh Meat
Feb 12, 2011
2,288
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I've noticed it and thought it was lag. This might be the correct explanation though, it's a new one on me.
 

Viersbovsky

FNG / Fresh Meat
Aug 6, 2011
120
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Austria
I did not know this exists, but I have now observed it when using numerous CAD software when zooming in very far. There seems to be a certain increment of rotation. A minimum step that can be turned, so to speak. I do not know why this is used, I am no coder, but this seems to be in a lot of 3D graphics. It is irrelevant at close ranges, but becomes problematic at longer ranges. At 400 meters, even a minimal step of 1/360 of a degree means a deviation of 1.1 meters.

Mouse sensitivity does not change a thing since the distance you need to move the mouse simply becomes longer, but the minimal step is still the same once you reach the threshold.

This needs to be adressed. Maybe when using the shift key, the increment could be made even smaller. I hope this is not some basic functionality of the UT3 engine, or we are in for some problems.

Would be nice to hear what the devs have to say about this.
 
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