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Announcing the Voltaic x @Aimlab Deadlock Fundamentals ⌜Crafted by @cartoonFPS⌟ An aim routine that covers all bases for aiming on Deadlock such as precise tracking, and small flicks for farming. It involves a heavy emphasis on precise/controlled tracking. 🏹 Links below

20,732 görüntüleme • 2 yıl önce •via X (Twitter)

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@cartoonFPS ∙ Guide ∙ Playlist ∙ Aimlabs+ (50% off /w VOLTAIC50) #AimlabsPartner

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@aimlab punch routine when

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@aimlab parry & punch routine soon™️

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@aimlab @cartoonFPS @cartoonFPS how many hours are you at now 😭😭

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@aimlab @cartoonFPS Dope! Y'all are always on top of things. *cracks knuckles* Time to get owned by VT things.

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@aimlab @cartoonFPS glad to be of service, u got this 🫡

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@aimlab @cartoonFPS Foortinajti routine when?

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@aimlab @cartoonFPS I can't believe it, they banned me from the voltaic discord after being there for more than 4 years, for sharing an open source project that I made for the community to help with the new logitech map, can you unban me? this is unfair

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Folks, here's another little design exercise that I spent the last few hours on 👍 This is based on a thesis I had for basically a decade now: Aiming in FPS games with the right analog stick is quite bad. Your thumb has maybe 1cm of travel on a tiny stick, fighting a spring, trying to make precise micro-adjustments AND fast 180-degree turns with the same input. If we're being honest, that's a terrible interface for the task. Your wrist, on the other hand, has roughly 180 degrees of rotational range, uses your entire forearm's muscle groups, and can make both ultra-precise micro-corrections and fast sweeping motions naturally. It's why mouse aiming destroys stick aiming: You're using your wrist and arm, not your thumb. So the thesis is simple: what if we just used wrist rotation directly as the aiming input? No VR headset, no special hardware. Just hold an old Switch1 Joy-Con in your right hand and rotate your wrist. Small rotations for precision tracking, larger rotations for fast turns. Recoil kicks the camera up and you instinctively tilt your hand back to compensate, etc. To me, it just feels right. I built a little prototype to test this. It has 4 weapons with some recoil, cover you can lean around, jump/crouch, lock-on targeting, ammo management, blablabla. The whole point is to see if this input method feels as good in practice as it does in theory. The aiming algorithm handles all the shitty stuff: Dead zones against shaky hands, auto-clutching when you unwind your wrist, asymmetric sensitivity because human wrists rotate further inward than outward, response curves for precision at low speed without sacrificing fast flicks, etc. I made a quick video to show the prototype in action. And if you wanna try it yourself, I put a small zip file up here that contains the executable:

thomasmahler

11,678 görüntüleme • 5 ay önce