• @Zahille7
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    37 months ago

    I personally don’t know anyone, let alone know how anyone plays first-person games with inverted camera controls.

    • R0cket_M00se
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      77 months ago

      I grew up on joysticks and flight simulators so when I got my hands on an Xbox controller to play Halo it felt more natural to me.

      Years later and id switched to normal, and now just use M+K on PC but I understand why someone would want it as an option.

      • @Zahille7
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        47 months ago

        I definitely understand for flight sims and other aviation games like Ace Combat, but it still seems more intuitive to tilt the stick in the direction you want to look, rather than the opposite direction.

        • @ripripripriprip
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          57 months ago

          This is the way. Any time I’m a pilot, it’s invented. Shooter, normal.

      • @[email protected]
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        47 months ago

        I did the inverted vertical mouse for ages for the same reason, and then one day it just stopped working for me. I think I’d tried other systems and come back to my PC and it suddenly felt wrong. Then I went to normal mouse controls and discovered aiming was more natural and smoother, and I’d probably been sabotaging my aiming by forcing an extra layer of abstraction into it.

        • @Zahille7
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          27 months ago

          That honestly sounds terrible. Part of me is tempted to try playing a game like that just to see how it is.

          • @[email protected]
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            7 months ago

            It’s weird, I thought of it like leaning back & forward to make it intuitive, and our brains can learn to make just about any adjustment with enough practice.

            But IRL if you’re physically pointing at one spot and want to move your point of aim up and to to the right for instance, you move your hand up and to the right, just like the uninverted mouse movement. So you’re spending time IRL learning one movement and time in games learning the opposite movement. I think that’s why inverted was so much worse even though I did it that way from the start.

            • @[email protected]
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              17 months ago

              It’s weird, I thought of it like leaning back & forward to make it intuitive

              That’s exactly what it’s live and it’s exactly why it’s intuitive and why when games came out, it was the standard.

              But IRL if you’re physically pointing at one spot and want to move your point of aim up and to to the right for instance, you move your hand up and to the right,

              But you’re not pointing in the games. You’re moving the view/camera. So to LOOK up and right (as opposed to point), you lean back and roll to the left

              • @[email protected]
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                17 months ago

                But you’re not pointing in the games. You’re moving the view/camera.

                You are doing both. They are inherently coupled in this format. But in reality you are not leaning with your hand, you are pointing with your hand, and so the closest 1:1 mapping between movements is uninverted mouse controls.

                Also I don’t know what “roll to the left” means here at all. You’d need to draw a diagram or something if you wanted me to understand that part. Your words alone are not enough to convey it.

    • @[email protected]
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      -17 months ago

      I don’t know how anyone doesn’t. You’re controlling a camera. It’s how cameras/views have been controlled since graphics were invented. Just like when controlling a camera, to look up and left you would pull down and right.

      • @Zahille7
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        47 months ago

        Not sure if the only cameras you’re thinking of are tv/movie cameras or not, but cameras have been controlled non-invertedly for as long as I can remember.

        • @[email protected]
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          17 months ago

          What? Literally all cameras are controlled invertedly. It’s literally how human biomechanics work too. To look up, you tighten the muscles in the back of your neck, pulling your head back