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  1. #1

    mouse's negative acceleration

    We can't play at this game with a PC.
    I changed mouse sensitivity in txt. beacause it's to high in game menu, and the negative acceleration make this game sucks very well! I can't understand how ubisoft can sell a game like this.
    Fix it quick...or loose good players.
    Very bad ....
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  2. #2
    I agree. This needs to be fixed.
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  3. #3
    Umm..disable mouse accel from options? There is no accel/deccel with it off
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  4. #4
    Originally Posted by geo_m Go to original post
    Umm..disable mouse accel from options? There is no accel/deccel with it off
    I thought so too. Then I actually tried doing a fast 180. It's VERY noticeable. I had to raise my sens so it wouldn't drive me crazy.
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  5. #5
    Yeah, there's a speed threshold of sorts. The mouse seems nearly 1:1 with acceleration disabled but once you move it fast enough you hit some huge reverse acceleration (or maybe just some dropped inputs?).

    Whatever it is needs to be fixed. Makes snap aiming and quick turns unbearable. Big loss of control.
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  6. #6
    Originally Posted by geo_m Go to original post
    Umm..disable mouse accel from options? There is no accel/deccel with it off
    Umm...U dont get it! So I will waste my time to explain since the games is so sucky because of it. The game was written for a six axis controller. They then use some half baked emulation software to transfer the code to a keyboard and mouse. In the coding it comes out that the keyboard keys are full on or full off. Some keys on the six axis just dont do well because they are named the same as the keys on the six axis A,B, and C. So they sometimes don't work very well. Such as in the options screen. And as for the mouse.........well it just sucks. It's in all our ported crap. BF3 is unplayable to me because of it as is this game and many others. In fact the frustration level is so high for me after the last four big turds I bought I'm thinking maybe I'm not going to upgrade my rig. Maybe I just play HL2 and FC1 til I cant take it anymore and just give up for awhile. Sigh
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  7. #7
    Originally Posted by ImperiousStout Go to original post
    Yeah, there's a speed threshold of sorts. The mouse seems nearly 1:1 with acceleration disabled but once you move it fast enough you hit some huge reverse acceleration (or maybe just some dropped inputs?).

    Whatever it is needs to be fixed. Makes snap aiming and quick turns unbearable. Big loss of control.
    ****,i just tried it,you people were right.I thought it was low fps input lag or something,but it's deccel.I take my time with SP,stealth approach and stuff,so never actually had to snap aim
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  8. #8
    Why do developers insist on putting emulated mouse movement as opposed to raw input. Max payne 3 had negative mouse accel, and they never fixed it, nor did they acknowledge it. XCOM even had a software mouse the first week it was out. Hopefully UBi will make good on this and add raw mouse.
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  9. #9
    It has been months since the last post but I have yet to find a solution to the mouse lag problem in FC3. Many times when I get in a firefight the weapon freezes and will not move at all. All the while I am getting all shot up. In addition, a few times the weapon just stuck in fire mode and emptied my entire suppy of ammo. Initially, I thought it was my mouse (Logitech MX 1100) but after researching the problem it appears that all kinds of people are having the same problem. Is there nothing that can be done - the game has been out for months.

    i7 3770 3.5GH
    Windows 7 Pro 64 bit
    12GB RAM
    Nvidia GTX 550Ti 1GB w/latest driver
    Resolution 1920 x 1200
    VSync OFF
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  10. #10
    I don't think it'll fix the issue, but has anyone tried playing around with inputactionmapcommon.xml (found in Common.dat actionmaps\)
    in the section:
    <ActionMap name="common_look">
    <!--Mouse-->
    <MouseFilter input="mouse:move" curve="Weapons:AimCurves/Mouse_Curve" sensitivity="1.0" maxOutput="10" />
    <Binding input="mouse:move" action="update" signal="look"/>
    </ActionMap>

    The values sensitivity and maxOutput as a guess may improve the the look speed..
    I've not actually played with these values, but maxOutput sounds like it may be the governing setting for the amount of turn per signal.

    You can actually add different look speed settings to the controls per action.
    For example make it so in single player while walking your look sensitivity is one setting and for driving a different setting in game menu your settings different again.
    It's not that hard to create personal actionmaps and call those in certain situations, tedious to set up yes, but not hard.
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