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Axis Product Update The Precision & Security Patch is here. - Hardened Anti-Cheat: Deployed backend trajectory replay verification and end-state DB checks. Bots and invalid runs are strictly filtered. - Wrist-Cam View: Added a direct camera feed from the robot's wrist for precise manipulation. - Custom Sensitivity: A new...

19,086 次观看 • 5 个月前 •via X (Twitter)

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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 次观看 • 4 个月前

Have you ever felt a big difference in "aiming feel" between two mice, that you couldn't fully justify w/ just the shape or DPI deviation? THIS might be the reason. You might not be accounting for how the sensor position relative to your wrist differs between the two. But on FMM, you can now convert your sensitivity across games AND mice! I've explained before that when I got my original world records in 2020/2021 for static aiming, I thought that a lower sensor position on some mice was a big reason for it, as I could have lower-sensitivity micro corrections while maintaining a higher cm/360 for the large arm swipes. I've also explained it before when analyzing Donk's grip here: The difference can be MASSIVE. Assuming you grip the GPX2 and ATK F1 Extreme the same way, here's an example (taken straight from the converter) of how large the difference is (check the video!). 3.7@800 dpi in OW2 w/ the F1 feels the same as 3.33@800 dpi on the GPX2 X2 when using your wrist. If you want to maintain a CONSISTENT wrist feel, then you need to adjust the sensitivity around this when changing mice. The cm/360 WILL differ, so your arm sensitivity, which we can consider to be purely "translational", will be different, but I think that most of what we "feel" is actually how the mouse responds to wrist movements when flicking or micro correcting. Let me know what y'all think and if you find this useful! The feature might be a bit complex at first, but hopefully it's understandable. BONUS POINT, I also added a little table that highlights if your given sens in-game at your DPI will incur in pixel skipping, so you can decide to increase DPI at your resolution/sensitivity, which I've also talked about many times before. Stay tuned as I have a ton more cool stuff coming for FMM!

bardOZ (Giovanni Laerte Frongia)

402,375 次观看 • 3 个月前

Lessons from Israel’s lies #250 The tale-tell signs your country is building an illegal unified biometric database on you, laundered through “passport modernization”: 1. The language shifts from “anti-counterfeiting” to “backend identity verification” 2. Officials say the biometric data is “just what’s already on your passport,” as if scattered government files and a searchable national identity system are the same thing. They are not. 3. A “voluntary” pilot appears, paired with faster processing, longer validity, dedicated lanes, easier travel. The old option slowly disappears. 4. New contracts appear for biometric matching, deduplication, facial recognition, or ABIS-style systems 5. The system moves from 1:1 verification (“does this person match this document?”) to 1:N identification (“search this person against everyone”) 6. A central identifier starts linking State, DHS, CBP, ICE, FBI, DMV, TSA, immigration, and law enforcement datasets 7. “Access is limited” until carve-outs arrive for police, intelligence, military, border control, and national security Don’t get distracted by the passport chip. That is not where all the wrongdoing lives. The tell is when “secure documents” become a searchable identity layer across government. REMEMBER FOLKS: If they already had this data the way they claim, they would not need new laws, new vendors, new pilots, new exceptions, and a whole new backend architecture to unify it.

Drey

20,964 次观看 • 1 个月前