• Rhynoplaz
    link
    fedilink
    English
    arrow-up
    162
    ·
    edit-2
    2 months ago

    I clicked it, so you don’t have to:

    After testing random people with various computer programs that asked them to rotate objects, they found that some people were able to complete the tasks better with inverted/non inverted controls, despite the fact that they had claimed to prefer the opposite. The researchers claim that some people’s brains are just wired to perform better one way or the other despite how they originally learned.

    • slazer2au
      link
      fedilink
      English
      arrow-up
      72
      ·
      2 months ago

      Makes sense. Some controls work better when inverted.

      I always use inverted when flying but anything ground based is non inverted.

      • TimeSquirrel@kbin.melroy.org
        link
        fedilink
        arrow-up
        33
        ·
        2 months ago

        As someone who uses scissor lifts a lot, I wish the manufacturers standardized on one way. Some have you push the joystick forward to descend, others will raise the platform when doing the same. I’ve damn near smashed some things in the ceiling going the wrong way for a second.

        • Hawke
          link
          fedilink
          English
          arrow-up
          16
          ·
          2 months ago

          I count myself lucky to have only used a scissor lift from one manufacturer and I still have to check the control panel every time. And even then I screw it up sometimes.

        • mrgoosmoos@lemmy.ca
          link
          fedilink
          English
          arrow-up
          1
          ·
          2 months ago

          that seems like an actual safety concern that should have been regulated long ago, wtf

      • Professorozone
        link
        fedilink
        English
        arrow-up
        9
        ·
        2 months ago

        Well that’s nice for dynamic people like you, but for dolts like me it will just mess me up trying to switch back and forth.

        You people would have an aneurysm if you saw what I did with the rest of the controls to maintain consistency.

        • slazer2au
          link
          fedilink
          English
          arrow-up
          8
          ·
          2 months ago

          Most games have seperate controls for each transport type and of the ones I have played flying controls come as inverted.

      • Korhaka@sopuli.xyz
        link
        fedilink
        English
        arrow-up
        8
        ·
        2 months ago

        Not even sure what counts as inverted for flying, push the stick forwards = dive, pull it back = climb. Pretty sure that is normal for flight sims though because that is how you fly a plane. Space sims end up going with the same kind of input usually.

      • sugar_in_your_tea@sh.itjust.works
        link
        fedilink
        English
        arrow-up
        5
        ·
        edit-2
        2 months ago

        I always use inverted.

        I first played flying simulators as a kid, and inverted makes a ton of sense. 3D shooters weren’t really a thing yet, so when they became a thing, I kept using inverted controls and it was comfortable.

        I can switch, but it takes some getting used to, and my error rate is higher.

        That said, when I use a mouse, I want up (forward) to go up, and down (backward) to go down, so the inverted controls are only for controllers w/ joysticks.

  • Yawweee877h444
    link
    fedilink
    English
    arrow-up
    65
    arrow-down
    3
    ·
    2 months ago

    Invert Y-axis gang unite!

    Make Y-axis INVERTED Default Again

        • sugar_in_your_tea@sh.itjust.works
          link
          fedilink
          English
          arrow-up
          3
          ·
          2 months ago

          Nope. Down to go down, up to go up. Always.

          The explanation I’ve heard for your trackpad argument is that the trackpad is “grabbing” the page or whatever, but I’ve never made that connection. Trackpad gestures to me are equivalent to the scrollwheel, they’re just a different way of interfacing with it. The only thing that “grabs” the page is my finger when it’s on a touch screen.

            • sugar_in_your_tea@sh.itjust.works
              link
              fedilink
              English
              arrow-up
              4
              ·
              edit-2
              2 months ago

              They’re not though. A trackpad processes relative inputs, while a touchscreen processes absolute inputs. If I touch the corner of my trackpad, it doesn’t produce a click on the corresponding corner of the screen like a touchscreen would. Likewise a touch and slide doesn’t drag stuff, it moves the cursor relative to where it was.

              It’s much more similar to a mouse. In fact, if you just imagine your finger is a mouse, you’ve just described all of the functions of a touchpad except gestures, and gestures are just replacements for the buttons (two tap for right click, two finger slide for scroll wheel, etc).

    • kittenspronkles@lemmy.ml
      link
      fedilink
      English
      arrow-up
      10
      ·
      2 months ago

      I used to play inverted then started gaming on pc. Now when I use a controller its like neither is good for me - my brain will sometimes think inverted and other times non-inverted mid play session

      • wellbudyweek@lemmy.ml
        link
        fedilink
        English
        arrow-up
        6
        ·
        2 months ago

        I find that for me this happens especially often in 3rd person camera control. And I think it has to do with the distance between the camera and the controlled actor.

        Think driving a car, and the camera moving up close to the car when you’re under something like a bridge which would otherwise clip the camera. At that point my preference for camera controll switches from ‘orbit object’ mode to ‘aim’ mode so to say.

        Does that make sense?

        • sugar_in_your_tea@sh.itjust.works
          link
          fedilink
          English
          arrow-up
          1
          ·
          2 months ago

          Yeah, that screws me up too. For first person games, joystick forward to look down makes intuitive sense to me, because I’m controlling the axis of the head (comes from airplane sims). For third person games, now I’m controlling the camera, and it’s not so clear.

    • moobythegoldensock@infosec.pub
      link
      fedilink
      English
      arrow-up
      7
      ·
      2 months ago

      Seriously, on older games pushing up to look forward was the default. It was only later that they decided to call it inverted.

      I just don’t get why anyone would use non-inverted. Why would I tilt my head forward to look up?

      • aliceblossom
        link
        fedilink
        English
        arrow-up
        4
        ·
        2 months ago

        I think the core of this dispute is the intuition of each person of what exactly they’re moving and how they’re moving it.

        Like I have never once considered, until just now by reading your comment, that the stick could controlling my characters head. I’ve always intuitively thought that I’m controlling “the point in space that my character is looking at.”

        Changing this makes one way make more sense than the other. Like, despite my preference for non inversion, I would fully concede that if I were to imagine the stick controlling the head directly that inversion makes plenty of sense.

        • sugar_in_your_tea@sh.itjust.works
          link
          fedilink
          English
          arrow-up
          1
          ·
          2 months ago

          Yup. I started w/ flight sims, so the controller controlling the airplane made sense. When I transitioned to FPS games, the controller controlling the head made logical sense. I’m not the character, I’m controlling the character, so why shouldn’t the character work like a plane?

          • harmbugler@piefed.social
            link
            fedilink
            English
            arrow-up
            1
            ·
            2 months ago

            Well, put your hand on your head like you would a mouse. If you push forward what happens? You look down. There’s no “correct” way here.

    • pm_me_your_puppies@infosec.pub
      link
      fedilink
      English
      arrow-up
      4
      ·
      2 months ago

      Invert Y-axis gang!

      There’s fewer and fewer people who use inverted controls, I’ve found. Makes sense, I’m old and it just became muscle memory for me after playing Goldeneye til my thumbs bled back in the day. It’s more of a pain in the ass now, since non-inverted seems to be the norm and I always have to hunt to change it any time I fire up a game with camera controls.

    • SamuraiBeandog
      link
      fedilink
      English
      arrow-up
      12
      ·
      2 months ago

      I’ve never seen this diagram before but this is exactly how I explain it to people, loudly and drunkenly at the bar when it comes up with my friends.

    • wunami
      link
      fedilink
      English
      arrow-up
      12
      arrow-down
      1
      ·
      2 months ago

      When you push the back of the head to the left, why doesn’t it look to the right and vice versa?

      • Screen_Shatter
        link
        fedilink
        English
        arrow-up
        7
        ·
        2 months ago

        Some games let you invert the x-axis too, probably due to this sort of mental logic.

        Like many people only the y axis makes sense to me because I learned it from flight games. I can do either but for some reason always prefer to come back to y invert.

      • x00z
        link
        fedilink
        English
        arrow-up
        1
        ·
        2 months ago

        Think of it like the stick of a plane.

  • Professorozone
    link
    fedilink
    English
    arrow-up
    21
    arrow-down
    3
    ·
    2 months ago

    Why is it so hard to understand that some people have played flight simulator games and have simply become used to it and don’t want to switch? What makes the other way so right?

    • VindictiveJudge
      link
      fedilink
      English
      arrow-up
      11
      arrow-down
      1
      ·
      2 months ago

      When sticks were (mostly) new on consoles in the '90s, it took a while for developers to agree on which direction was up, and I’d bet that some of them using aircraft as a template was a driving factor in those games having what we would consider inverted controls.

    • hark
      link
      fedilink
      English
      arrow-up
      4
      ·
      2 months ago

      This was exactly it for me. I associated joystick movement in 3D with such controls. Now I can switch between either, it’s just a matter of getting used to it.

    • ms.lane
      link
      fedilink
      English
      arrow-up
      3
      arrow-down
      2
      ·
      2 months ago

      Why is it so hard to understand that it’s a niche position and won’t ever be default outside flight sims?

    • NocturnalMorning
      link
      fedilink
      English
      arrow-up
      1
      ·
      2 months ago

      Of course the researchers couldn’t be right…so glad you’re here with your big brain ideas.

  • Multiplexer@discuss.tchncs.de
    link
    fedilink
    English
    arrow-up
    13
    ·
    edit-2
    2 months ago

    Fascinating read.
    I liked learning about the “Simon effect”, only knew about similar, non-spatial ones (colours)…
    And I might give non-inverted controls a try, although being a die-hard inverter.
    At least it will be some brain stimulus to keep me from cognitive aging too fast. Like changing the mouse hand from right to left and back again once in a while.
    And at best I will become the unbeatable Über-Player, because in truth I am a hidden non-inverter! ;-)

  • Rhynoplaz
    link
    fedilink
    English
    arrow-up
    9
    ·
    2 months ago

    Im old school, so I learned on inverted. It took me a while to get used to non once that became default, and I stick with that now.

    Although, I’d probably switch it for flying, because “pull up.”

    • HeyJoe
      link
      fedilink
      English
      arrow-up
      3
      ·
      2 months ago

      I grew up on it as well. You adapted and had no choice. As soon as they gave us options and it that became standard I never went back.

  • marlowe221
    link
    fedilink
    English
    arrow-up
    7
    arrow-down
    1
    ·
    2 months ago

    I use inverted Y-axis because my first game console was an Atari 2600. Lots of games on that system used a flight-based control system where you would pull back to go up. Even when it wasn’t played from a cockpit perspective.

  • oni ᓚᘏᗢ
    link
    fedilink
    English
    arrow-up
    6
    arrow-down
    1
    ·
    2 months ago

    Why do they mean by "inverted controls? I remember that in some SNES games you could literally invert your controls and play with ABXY as if it were your D-Pad, and your D-Pad as yours ABXY buttons.

    • Truscape@lemmy.blahaj.zone
      link
      fedilink
      English
      arrow-up
      19
      ·
      2 months ago

      Usually it refers to joystick directions being reversed (common for flight simulators) or the “Southpaw” control methods on console controllers (designed for lefty users).

      • Hawke
        link
        fedilink
        English
        arrow-up
        3
        ·
        edit-2
        2 months ago

        I’ve never seen a flight sim with reversed controls. They all work like a real plane joystick from what I’ve seen.

          • Hawke
            link
            fedilink
            English
            arrow-up
            11
            arrow-down
            11
            ·
            edit-2
            2 months ago

            No… push forward to go down, pull back to go up.

            That’s standard joystick operation, nothing inverted about it.

              • kuribo@aussie.zone
                link
                fedilink
                English
                arrow-up
                3
                arrow-down
                5
                ·
                edit-2
                2 months ago

                Yeah but the same principle applies to the camera in a third person game. It’s pivoting around the character - it’s a pitch rotation, same as a plane.

                • samus12345@sh.itjust.works
                  link
                  fedilink
                  English
                  arrow-up
                  15
                  ·
                  2 months ago

                  The above principle works for third person, too - if you’re conceptualizing moving a “handle” behind the camera rather than being in the camera itself, it’s inverted.

        • XeroxCool
          link
          fedilink
          English
          arrow-up
          1
          ·
          2 months ago

          Not a true sim, but Ace Combat 7 novice controls are non-inverted. I feel like Far Cry 5/6 and definitely Fortnite put the non-inverted pitch control on the planes, which were not the focus of the game. I assumed other plane-including games did the same.

          • FigMcLargeHuge@sh.itjust.works
            link
            fedilink
            English
            arrow-up
            2
            ·
            edit-2
            2 months ago

            Il-2 Sturmovich for the Xbox 360 didn’t have the correct controls, I messaged the devs and they said they would work on it. Still waiting…

    • Bronzebeard@lemmy.zip
      link
      fedilink
      English
      arrow-up
      15
      ·
      2 months ago

      In an fps:

      Inverted: push thumbstick forward to look down

      Non Inverted: push thumbstick forward to look up

  • Nikls94
    link
    fedilink
    English
    arrow-up
    3
    ·
    2 months ago

    And a lot of games won’t let you switch on the go. ClairObscure won’t let you mix aiming over the shoulder and 3rd person camera movements. I’m kind of weird when it comes to camera controls:

    In 3rd person view I want the camera to move the way I push the stick

    • left moves the camera to the left, showing me what’s right
    • right moves the camera to the right, showing me what’s left
    • up moves the camera down, showing me what’s up
    • down moves the camera up, showing me what’s down

    In 1st person view I want it like:

    • left to the camera to the right, showing me what’s left
    • right moves the camera to the left, showing me what’s right
    • up moves the camera down, showing me what’s up
    • down moves the camera up, showing me what’s down

    But when flying it’s different:

    • left moves the plane to the left
    • right moves the plane to the right
    • up makes the plane descend
    • down makes the plane ascend
  • dan1101
    link
    fedilink
    English
    arrow-up
    2
    ·
    2 months ago

    When I started gaming FPS games didn’t have looking up and down. So the only up and down I was doing was in flight simulator games. I think that’s why I like to invert Y, that behavior carried over to games like Quake that introduced FPS looking up and down.

  • Surp
    link
    fedilink
    English
    arrow-up
    2
    ·
    2 months ago

    In the early 90s I used to play nes/SNES/Sega controllers upside down and people used to say I was crazy. Also I’m left handed. I still play that way for those systems but normal for every other system after that generation. N64 kinda forced my hand.

  • HornedMeatBeast
    link
    fedilink
    English
    arrow-up
    2
    ·
    2 months ago

    I used to play FPS games with inverted mouse aim.

    No idea why I started playing like that, but it felt natural to me.

    But my friends and I used to go to internet cafes to play and I had to set the mouse to inverted on every PC I played on and I was either too lazy or got annoyed so I just stopped and changed to playing with regular mouse controls.

    I remember seeing this comic years ago explaining why inverted mouse makes sense.