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Beta / A brief mathematical description of steady aim?
« on: 12:00 AM - 06/02/17 »
I would like to know what steady aim actually does and how it works, I'm not sure what language the devs use to program XIM but would it be possible to get a brief description?

I assume it takes the input of the mouse and performs some sort of timed average in order to retain some sort of momentum.

I'd just like to figure out for myself in what situations or games it would be beneficial ie. games with higher max turn speeds, heavy aim assist or even how different polling rates and dpi affect it.

Posted on overwatch forums today by Tim Ford, an engineer for overwatch

Hey guys,

We hear you loud and clear. We're going to add two options in an upcoming patch. First, we'll add a slider for aim smoothing. It will default to the current smoothing/acceleration in the game today (full smoothing, low acceleration). As you drag it towards zero, you'll get less smoothing (higher acceleration). At zero, smoothing is disabled (instant acceleration).

We're also adding a new aim technique to compliment Dual Zone and Exponential Ramp. The new technique is called Linear Ramp. If you use this technique along with disabled aim smoothing, you will rotate commensurate to the angle you deflect the aim stick multiplied by your sensitivity.

Hopefully this will greatly improve accuracy on XIM and we won't need to use curves once a new ST comes out

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