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OVERWATCH Linear Fix  (Read 84084 times)

Offline BODiiES

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Re: OVERWATCH Linear Fix
« Reply #345 on: 12:12 PM - 08/17/17 »
each curve seems to only work for a handful of people.

I am trying this out right now, but it seems that small movements don't pick up readily... I am assuming this is a deadzone issue.

If it's Linear that you want to test there is only one curve, the curve that works around the dead zone problem. It looks like this:


Or as alternative option you do not use that curve and instead apply Boost to work around dead zone problem.

All the other up and down, mountain range types of curves are experiments of individual players that do not maintain close to linear acceleration as you move the mouse from slow to fast.

It's the mountain curve meta Humanfemale, it will pass eventually.  :P
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Offline Frere

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Re: OVERWATCH Linear Fix
« Reply #346 on: 02:37 PM - 08/17/17 »
Anyone have tryied bully's curve with lower sense? 35 is really fast for me  ;D

Offline Lineater

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Re: OVERWATCH Linear Fix
« Reply #347 on: 02:41 PM - 08/17/17 »
So it seems to me that once you get past the dead zone, acceleration via curve is no longer needed to maintain linear movement. There is something about Bully's initial aiming curve that feels really good to me. Tracking feels smoother and steadier, and gets rid of some of the zig-zag "wonkiness" I experience with the original linear curve, especially when tracking vertically.

I made a modified PS4 version of Bully's curve that keeps the aiming curve, but removes the "mountain" turn speed acceleration. I kept some deceleration at the top end to prevent bumping up against the max turn speed.

Note: if you try this you'll probably want to increase your XIM sensitivity. I was running ~15 (12k dpi) with the OG curve.

>>> XIM4 [Mouse Ballistics] START PASTE >>>
X4MB:AAAAGgA0AC4AMAAwAC4AMgAwADEANgAwADQAMAA1ERUaICgyPEZQWmRueIKMlJaYmpyf:X4MB
<<< XIM4 END PASTE <<<


Offline Frere

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Re: OVERWATCH Linear Fix
« Reply #348 on: 05:50 PM - 08/17/17 »
So it seems to me that once you get past the dead zone, acceleration via curve is no longer needed to maintain linear movement. There is something about Bully's initial aiming curve that feels really good to me. Tracking feels smoother and steadier, and gets rid of some of the zig-zag "wonkiness" I experience with the original linear curve, especially when tracking vertically.

I made a modified PS4 version of Bully's curve that keeps the aiming curve, but removes the "mountain" turn speed acceleration. I kept some deceleration at the top end to prevent bumping up against the max turn speed.

Note: if you try this you'll probably want to increase your XIM sensitivity. I was running ~15 (12k dpi) with the OG curve.

>>> XIM4 [Mouse Ballistics] START PASTE >>>
X4MB:AAAAGgA0AC4AMAAwAC4AMgAwADEANgAwADQAMAA1ERUaICgyPEZQWmRueIKMlJaYmpyf:X4MB
<<< XIM4 END PASTE <<<



Really love this variation! Tnx

Offline Supernatural X

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Re: OVERWATCH Linear Fix
« Reply #349 on: 06:50 PM - 08/17/17 »

It's the mountain curve meta Humanfemale, it will pass eventually.  :P

Himalayan Meta >:(

Offline Magnetos hate

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Re: OVERWATCH Linear Fix
« Reply #350 on: 07:54 PM - 08/17/17 »
So I'm noticing just a bit of "floating" going on at the end of a turn, using curve method... Any change I can make to eliminate this?
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Offline gunit2004

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Re: OVERWATCH Linear Fix
« Reply #351 on: 07:56 PM - 08/17/17 »
So I'm noticing just a bit of "floating" going on at the end of a turn, using curve method... Any change I can make to eliminate this?

What curve are you using?

And for any further questions about curves, I'd suggest posting what curve you are using because there are millions floating around at this point.
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Offline Magnetos hate

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Re: OVERWATCH Linear Fix
« Reply #352 on: 08:05 PM - 08/17/17 »
So I'm noticing just a bit of "floating" going on at the end of a turn, using curve method... Any change I can make to eliminate this?

What curve are you using?

And for any further questions about curves, I'd suggest posting what curve you are using because there are millions floating around at this point.

I'm just using the standard +12 curve from the OP..

Also movement veritcally seems to be slowed making tracking up and down difficult.. maybe I should try a different X:Y ratio? I'm using 1.5 X:Y currently.


I must say the standard [+12] curve works a lot better "out of the box" than the boost method felt including the few custom curves I tried out with boost before trying the curve. I just don't know what Max sens is for Xbox so I don't go over that, and I know I just need some polishing up for this setup to be amazing.
« Last Edit: 08:48 PM - 08/17/17 by Magnetos hate »
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Offline Magnetos hate

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Re: OVERWATCH Linear Fix
« Reply #353 on: 10:22 PM - 08/17/17 »
Also... Is there any reason why we're using 1.5 as the X:Y? It makes tracking someone or even looking upwards painfully cumbersome... I'm going to try at 1.0
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Offline Lineater

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Re: OVERWATCH Linear Fix
« Reply #354 on: 10:56 PM - 08/17/17 »
Also... Is there any reason why we're using 1.5 as the X:Y? It makes tracking someone or even looking upwards painfully cumbersome... I'm going to try at 1.0

Y axis movement is slow/sluggish at 1.0.  Try it for yourself, it will probably feel even more cumbersome.

Offline hditano

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Re: OVERWATCH Linear Fix
« Reply #355 on: 05:00 AM - 08/18/17 »
each curve seems to only work for a handful of people.

I am trying this out right now, but it seems that small movements don't pick up readily... I am assuming this is a deadzone issue.

If it's Linear that you want to test there is only one curve, the curve that works around the dead zone problem. It looks like this:


Or as alternative option you do not use that curve and instead apply Boost to work around dead zone problem.

All the other up and down, mountain range types of curves are experiments of individual players that do not maintain close to linear acceleration as you move the mouse from slow to fast.

It's the mountain curve meta Humanfemale, it will pass eventually.  :P

BODiiES, first at all I really like your settings (the one you got on your signature) you still using them?
Any reason why are you using 500h instead 1000hz km the polling rate? Or just hardware limitations? Thx!

Offline Magnetos hate

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Re: OVERWATCH Linear Fix
« Reply #356 on: 04:52 PM - 08/18/17 »
Also... Is there any reason why we're using 1.5 as the X:Y? It makes tracking someone or even looking upwards painfully cumbersome... I'm going to try at 1.0

Y axis movement is slow/sluggish at 1.0.  Try it for yourself, it will probably feel even more cumbersome.

I did find this as well.

I believe the floatiness is from hitting max turn speeds.... Might try a mountain curve...
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Offline BODiiES

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Re: OVERWATCH Linear Fix
« Reply #357 on: 06:45 PM - 08/18/17 »
each curve seems to only work for a handful of people.

I am trying this out right now, but it seems that small movements don't pick up readily... I am assuming this is a deadzone issue.

If it's Linear that you want to test there is only one curve, the curve that works around the dead zone problem. It looks like this:


Or as alternative option you do not use that curve and instead apply Boost to work around dead zone problem.

All the other up and down, mountain range types of curves are experiments of individual players that do not maintain close to linear acceleration as you move the mouse from slow to fast.

It's the mountain curve meta Humanfemale, it will pass eventually.  :P

BODiiES, first at all I really like your settings (the one you got on your signature) you still using them?
Any reason why are you using 500h instead 1000hz km the polling rate? Or just hardware limitations? Thx!


Yeah that's what I'm using at the moment and no not really it feels the same as 1000hz
Mouse: Logitech G502/G900
Mouses pad: SteelSeries Hyper beast CS:GO pad
Keypad: Logitech G13
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Monitor: BenQ Zowie 27" RL2755
PS4 psn: B_O_D_ii_E_S Alt: Z_O_D_ii_A_C_
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Offline Magnetos hate

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Re: OVERWATCH Linear Fix
« Reply #358 on: 07:00 PM - 08/18/17 »
After 2 days trying out linear ramp I've gone back to expo, begrudgingly. I just cannot iron out the specific things I need changed to make linear work as well as expo does for me. No doubt linear feels much better, overall much smoother when you don't hit max turn speeds, and I wish I could make it work...

Is there hope that blizzard will push a change to linear in the upcoming off-season?
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Offline humanfemale

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Re: OVERWATCH Linear Fix
« Reply #359 on: 02:12 AM - 08/19/17 »
Is there hope that blizzard will push a change to linear in the upcoming off-season?

Probably same patch that reporting feature will come with.

The announced changes won't make Linear Ramp better, unfortunately for us it will remain broken forever.

What we can hope for is that: 1) new setting applied to Linear Ramp produces a curve so close to Linear Ramp that we can't even notice any differences (eg. factor 1.05). This is not certain just wishful thinking.

Or 2) xim smart translator gets trained for that new curve, which is not likely because xim developers already say smart translator makes Exponential Ramp (factor 2.5) feel linear. No doubt, but still why are a hundred of us here looking to get rid of Exponential Ramp for a year?