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01-MAR-16 Singularity Mass test: New Camera feedback

First post
Author
Paula Myok
Science and Trade Institute
Caldari State
#21 - 2016-03-10 19:49:51 UTC
Miss 'Assassination' Cayman wrote:
Daemun Khanid wrote:
Logged in today to check for changes. I see now that the "try the new camera" box is back.
Undocked and all seemed well. I'm now able to use the new camera. Options are now working as expected and WOW with inertia set all the way left that thing just goes and goes and goes and goes. lol Works just fine for my tastes set all the way to the right though so no complaints there.

With camera offset turned off and using tracking camera the camera doesn't make a direct line to the selected target. It kind shoots over as if it wants the camera to be offset and then drifts the ship back into the center of the screen. As opposed to before when it would shoot to center then drift the ship out of center. Is this necessary? It's really visually unpleasing. It's not a functional problem ofc so not a priority but it's (imo) just not ideal aesthetically and creates a slight woozy sensation.

Only other niggle is that when in station you still can't turn off the ship bobbing up and down. I can't say how nauseating it is for my ship to keep bobbing like that when I'm supposed to be sitting still in station. Of all the camera effects so far that is the one the gives me the greatest sensation of sea sickness. It really tricks the brain into feeling like riding over waves. Please make it so that disabling camera bobbing also disables that effect otherwise I'll personally just be forced..... wait a second.... you removed the option to not load station environment! UBER not good. So not only does the wave riding ship in the hanger make me sea sick but I can't even turn off station environment to make it go away. If this goes live I guess I'll just have to make my inventory window block out my entire ship... can't say that's a step in the right direction.

Edit: Just to add. The camera bobbing option does stop the camera moving up and down in station but it's the ship that keeps moving.


Agreed. The ship bouncing in station is sickening and needs to go away or be covered with windows. Also the lack of static background option is a huge concern for performance reasons as well as aesthetics. Not everyone cares about ship spinning and those of us who don't can get a vast performance improvement by having the static background. I did a test on TQ and checked Load Station Environment on all my characters for a day. Normally I have 3-4 docked and 2-4 in space, so my average framerate went way down to render the station scenes I never look at.


See Above
Why would a ship bob around in a station in the first place?????

Sandbox: An enclosed area filled with sand for children engaged in open-ended, unstructured, imaginative play. Also a place for cats to urinate and defecate...

Crosi Wesdo
War and Order
#22 - 2016-03-12 03:38:10 UTC  |  Edited by: Crosi Wesdo
First thing, assume i have all options turned off (to simulate current camera performance as per dev advice).

Why do i have to move my mouse 4x more distance to look up and down than i do for left or right?

Why, when i stop providing left/right input does my screen keep moving quite some distance?

I like the new smooth zoom but why cant it respond in a controllable way? i have a ratchet-less mouse (Logitech g502), and with small flicks of the wheel it hardly zooms and with very slightly larger flicks it zooms to the extremities with little hope of control.

There seems to be a response delay to zooming that, along with the other new camera behavior, makes it feel like im wrestling with it for control of the screen.

How have you got every single facet of the camera fractally wrong? This is the PRIMARY INPUT METHOD for manually piloting and it doesnt work very well in comparison to the existing camera!. Are you just changing how it feels for the sake of it?!?!



Solution.

All stupid bobbin/etc options should be turned off by default.

X and Y axis movement should be at the same rate.

Dampening of camera movement should be stronger (on x and y, with z to match), test it to find a damping rate that matches current camera.

If you adopt this advice, hardly anyone would notice if you changed the camera, i have no idea what you are playing at by making the game harder to control on such a fundamental level?

Along with other terrible recent decisions, some of which you guys have back peddled on, this new camera will be the end of my time with eve. Its tiresome watching you guys make mistake after mistake with no idea if you will fix them.

If i undock after this camera is introduced and im less effective in pvp just because the guys who coded the new camera have priorities/objectives other than making it as functional as the old camera, then im done.

EDIT - After reading the thread i noticed the inertia option. That works well to dampen the movement. But i simply demand that x,y and z axis move at the same speed. I go up and down as much as i go left and right.

I can only assume that in the entire history of eve no one has ever complained about how the camera 'feels'. So in a CCP design meeting, a decision was made along the lines of 'we have to update the code for the camera, since no one has ever complained about it, lets change how it works'.

NO

Re-code it if you have to, but there is no need to be so disruptive on such a fundamental level.
Hugh Jorgan
Pandemic Horde Inc.
Pandemic Horde
#23 - 2016-04-07 15:46:50 UTC
The camera offset feature doesn't seem to work on my dual-screen when set to fixed window size. The ship remains centred right between the two monitors, which is suboptimal.
Feilamya
#24 - 2016-04-07 19:42:36 UTC
Hugh Jorgan wrote:
The camera offset feature doesn't seem to work on my dual-screen when set to fixed window size. The ship remains centred right between the two monitors, which is suboptimal.

Same here. Seems to be broken, which significantly impairs anyone playing with two monitors.

While you're fiddling with it: Not everyone who plays with 2 monitors needs the extended camera view on the second monitor. Some of us use the second monitor mainly for ingame windows that always have to be opened, such as overview, local, dscan, etc. Maybe add an option to reduce the camera view to one monitor, as rendering space on two monitors only unnecessarily generates heat on the GPU.
Miss 'Assassination' Cayman
CK-0FF
Intergalactic Space Hobos
#25 - 2016-04-07 21:25:21 UTC
Feilamya wrote:
Hugh Jorgan wrote:
The camera offset feature doesn't seem to work on my dual-screen when set to fixed window size. The ship remains centred right between the two monitors, which is suboptimal.

Same here. Seems to be broken, which significantly impairs anyone playing with two monitors.

While you're fiddling with it: Not everyone who plays with 2 monitors needs the extended camera view on the second monitor. Some of us use the second monitor mainly for ingame windows that always have to be opened, such as overview, local, dscan, etc. Maybe add an option to reduce the camera view to one monitor, as rendering space on two monitors only unnecessarily generates heat on the GPU.

If they can't even let us turn off the unnecessary rendering in stations I doubt that will happen.
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