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| author | Jacob Palecki <[email protected]> | 2020-09-10 01:01:39 -0700 |
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| committer | Jacob Palecki <[email protected]> | 2020-09-10 01:01:39 -0700 |
| commit | 267af32a3198889d359c496a471973f8ff9ebd34 (patch) | |
| tree | 3478a11b4e6957f9ee528f19e1d6e98a12319a7c | |
| parent | Fix weight (diff) | |
| download | rawaccel-267af32a3198889d359c496a471973f8ff9ebd34.tar.xz rawaccel-267af32a3198889d359c496a471973f8ff9ebd34.zip | |
Added more to guide
| -rw-r--r-- | grapher/ReadMe/Guide.md | 43 |
1 files changed, 40 insertions, 3 deletions
diff --git a/grapher/ReadMe/Guide.md b/grapher/ReadMe/Guide.md index ac5c27d..3680c0a 100644 --- a/grapher/ReadMe/Guide.md +++ b/grapher/ReadMe/Guide.md @@ -8,7 +8,7 @@ Raw Accel, like any mouse modification program, works by acting on a passed in ( - **Sensitivity**: The ratio of the output speed to the input speed. The "sensitivity" parameter in the program is a multiplier used on the post-calculation output vector. - **(Output) Velocity**: The speed of the final output vector. The output vs input velocity curve is perhaps the most important relationship in a particular setup because it directly describes the output for any given input. (We use "speed" and "velocity" interchangeably, and are aware of the difference elsewhere.) -- **Gain**: The slope of the output vs input velocity curve. +- **Gain**: The slope of the output vs input velocity curve. It answers the question: "if I move my hand a little faster, how much faster will my cursor move?" One author of this document says: "If I could have users to understand one thing, it's that they should focus on their gain rather than their sensitivity." - For the mathematically inclined: for input speed "v" and Output Velocity f(v), Sensitivity is f(v)/v and Gain is f'(v) = d/dv(f(v)). Acceleration, then, is a characteristic of the velocity curve, defined as true when the velocity curve is non-linear for any input speed. @@ -40,6 +40,43 @@ The authors of this program feel that Whole is the best style for most users, bu ## Features -### Gain Offsets +### Offsets +An offset, sometimes called a threshold, is a speed in counts before acceleration "kicks in". The legacy way of applying an offset is having a multiplier of 1 below and at the offset, and applying the sensitivity of (speed-offset) above. This legacy "sensitivity offset" is still available but causes a large discontuinity in gain at the point of offset, leading to non-smooth feeling at offset cross. The new default "gain offset" does a little extra math to simply shift the gain graph by the offset amount without any discontinuity. This feels smoother and has almost no effect on sensitivity. The theory behind "gain offsets" is developed in [this document](https://docs.google.com/document/d/1P6LygpeEazyHfjVmaEygCsyBjwwW2A-eMBl81ZfxXZk). -If one applies an offset
\ No newline at end of file +### Caps +A cap is a point after which acceleration is not applied. The legacy way of applying an offset is simply applying the minimum of the cap sensitivity and the calculated sensitivity for any acceleration calculation. Thus, for the legacy "sensitivity cap" the value given is a sensitivity. This cap style is still available but causes a large discontinuity at the point of offset, leading to a non-smooth feeling at cap cross. The new default "gain cap" effectively caps the gain, but for internal calculation reasons, does so for a given speed rather than a given gain value. This feels much smoother but might have a large effect on sensitivity as gain generally raises faster than sensitivity. We recommend that users use a gain cap and simply adjust it to hit at the gain equivalent to the sensitivity they'd like to cap at. The theory behind "gain caps" is developed in [this document](https://docs.google.com/document/d/1FCpkqRxUaCP7J258SupbxNxvdPfljb16AKMs56yDucA). + +### Weight +Our acceleration functions generally have sensitivity functions that start at 1 and then increase. A weight is a multiplier of that increase before it is added to 1. For instance, if we would have had accelerated sensitivity 1.5, weight of 0.5 will result in accelerated sensitivity 1.25 (1 + 0.5\*0.5), and a weight of 3 would have resulted in a sensitivity of 2.5 (1 + 0.5\*3). + +Weight is primarily a quick and dirty way to test a new curve. It also can be given a negative value to allow negative acceleration. Most acceleration styles could just change the parameters to have the same affect as setting a weight. Some curves, like the logarithm style, can achieve a greater range of shapes by changing weight. + +### By Component & Anisotropy +See "Horizontal and Vertical" in the philosophy section to understand what these do. + +### Last Mouse Move +The Raw Accel GUI reads the output of the raw input stream, and thus the output of the Raw Accel Driver, and displays on the graphs red points corresponding to the last mouse movements. These calculations are slightly slow but build up a cache, so shaking your mouse around on GUI start should make the points display fast and smoothly. This feature can be turned off in the "Charts" menu. + +## Acceleration Styles +[To be added: pictures of the styles, typical settings] + +### Linear +This is simplest style used by most; it is simply a line rising at a given rate. This is a good choice for new users. + +### Classic +This is the style found in Quake 3, Quake Live, and countless inspired followers, including the InterAccel program. It mulplies the speed by a given rate and then raises the product to a given exponent. Any particular linear style curve can be replicated in classic style with an exponent of 2. + +### Power +This is the style found in CS:GO and Source Engine games. The user can set a rate by which the speed is multplied, and then an exponent to which the product is raised, which is then the final multiplier (no adding to 1.). In the aforementioned games the default m_customaccel_exponent value of 1.05 would be a value of 0.05 in Raw Accel, leading to a concave slowly rising curve. CS:GO and Source Engine games apply acceleration in an fps-dependent manner, so Raw Accel can only simulate acceleration from these games at a given fps. To do so, set rate to 1000/(fps). + +### Natural & NaturalGain +Natural is a style found in the game Diabotical. It features a concave curve which starts at 1 and approaches some maximum sensitivity. This style is unique and useful but causes an ugly dip in the gain graph. For this reason we have created the NaturalGain style, which recreates the Natural style shape in the gain graph without any dips. We recommend users use the NaturalGain style instead of the Natural style; on switch some small tweaks may be needed since for any particular settings the NaturalGain is slightly slower to ramp up than the Natural style. NaturalGain is another excellent choice for new users. + +### SigmoidGain +A sigmoid curve is an s-shaped curve. SigmoidGain creates an s-shaped curve from 1 to some maximum gain in the gain graph, allowing a user to set the maximum gain, the midpoint of the s, and how fast the s ramps up (similarly to the Natural styles.) At one point there was a Sigmoid style but we removed it because it caused an awful dip in the gain graph. + +### Logarithm +[Sidiouth needs to write this] + +## Further Help +Further help and frequently asked questions can be found in the FAQ.
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