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Mouse Settings

Paweł Kotiuk edited this page Sep 11, 2021 · 1 revision

Acceleration Curves

Enhanced Precision

This mouse curve splits an axis into three different regions. The ranges for each region are 0% - 40%, 40.1% - 80%, and 80.1% - 100%. Depending on how far an axis has been moved, a different form of mouse acceleration is perform. Here is a rough breakdown on the various acceleration methods that are used for each region.

0% - 40%: Reduced (0.405x)  
40.1% - 80%: Linear  
80.1% - 100%: Accelerated

Linear

The mouse speed of the cursor is directly proportional to how far an axis has been moved. This mouse curve does not allow precise control on the low end of an axis.

Quadratic

The mouse speed of the cursor is slowed down slightly to allow better control on the low end of an axis. The mouse speed will gradually accelerate and reach its maximum as an axis is moved closer to its maximum region.

Cubic

The mouse speed of the cursor is slowed down more than when using the Quadratic curve. It also makes the mouse speed move towards both extremes with little middle ground. When using the Cubic curve, there is a noticeable jump in mouse acceleration as an axis is moved towards its maximum region.

Quadratic Extreme

The difference between this curve and Quadratic is that after an axis has moved to 95%, the mouse speed is accelerated 150% immediately. This causes a sudden jump in mouse speed. This mouse curve was carried over from QJoyPad for prosperity although it isn't used much AFAIK.

Power Function

Stub

Easing Quadratic

Like with Enhanced Precision, an axis is split into three regions. The ranges of the regions are the same as in Enhanced Precision. The big difference is what happens when the axis is moved to its final region. When an axis is moved to its final region, an easing method is started and the mouse speed is increased as an axis stays in its final region. The mouse speed will reach its maximum after 0.75 seconds. The mouse acceleration curve attempts to emulate the behavior of camera control in many recent first person shooters when using controller support; two big examples would be Borderlands 2 and Half-Life 2.

0% - 40%: Reduced (0.405x)  
40.1% - 80%: Linear  
80.1% - 100%: easeInQuad

Easing Cubic

Similar to Easing Quadratic but an easeInCubic method is used when an axis is moved to its final region.

0% - 40%: Reduced (0.405x)  
40.1% - 80%: Linear  
80.1% - 100%: easeInCubic