• Mark with a Z@suppo.fi
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    10 months ago

    I recently built a tp camera rig for a game and in the process completely lost orientation and somehow converted myself into inverted. Games that I had in progress suddenly felt wrong for a while after that. I think I’m just very aware of the camera now instead of the view.

    image

    This just feels natural. It’s kinda like using “natural scrolling” option on a touchpad. Why would you ever want it to move the opposite direction?

  • infinitesunrise@slrpnk.net
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    10 months ago

    Some people visualize their Y tilt “lever” as in front of the fulcrum of their neck, and some people visualize it as behind the fulcrum. Thus some people find an inverted Y axis to be intuitive, while others don’t. At least, this is how the reason for the preference has been explained to me.

    I still think all you inverted Y axis people are monsters.

    • Allero@lemmy.today
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      10 months ago

      It it would be a lever behind, X axis would be inverted too.

      Y inversion is just terrible and has no good explanation in relation to non-piloting games (and even there most people would be better off with regular Y)

      • boletus@sh.itjust.works
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        10 months ago

        The back lever thing is a simplification. It’s more that they visualise it as controlling the yaw and pitch, like gluing the joystick to the top of their head. Point is though that it’s there as an accessible option

    • MushuChupacabra@lemmy.world
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      10 months ago

      I still think all you inverted Y axis people are monsters.

      This is a safe space. You are allowed to share your completely wrong opinions here.

    • Hossenfeffer@feddit.uk
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      10 months ago

      I still think all you inverted Y axis people are monsters.

      “O fuck it! I’m a monster! I admit it!”

  • MudMan@fedia.io
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    10 months ago

    I used to be inverted until controller FPSs started to be a thing. I don’t think people realize how long PC FPSs were mostly a keyboard-only thing. By the time WASD+Mouse standardized, quite late into the Quake 1 era I had hundreds of hours on Tie Fighter/X-Wing and a bunch of other first person flight games.

    Hell, Descent predates Quake, and I’d argue it figured out full 3D controls way before Quake did.

    Now that I’m on board this train of thought, do kids these days think Doom played with full mouseview and just distorted all over the place? Is it well known for people not born at the time that Doom was mechanically closer to a twin stick shooter than an FPS or have all the source ports erased that from history?

    • Björn@swg-empire.de
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      10 months ago

      I felt so great when I “discovered” using the numpad for movement to have more buttons available to bind useful stuff to. I think I did that with Jedi Knight. I was so excited, I told all my friends.

      Can’t remember when I switched to WASD. Maybe with Unreal and/or Half Life.

    • SpaceNoodle@lemmy.world
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      10 months ago

      Early mouse controls were godawful, and I wound up never gaming with a mouse for 3D navigation.

      I knew one person who used the mouse Y-axis for forward movement in Quake. CLOMP CLOMP CLOMP on a severely beaten mousepad the whole time.

  • magic_lobster_party@fedia.io
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    10 months ago

    Who plays like that x_x

    I started console FPS with Timesplitters 2, which used that control scheme as default. I’m pretty sure Goldeneye had similar control scheme as well.

    For me it’s natural to think the analog stick as my neck. I tilt my neck forward to look down. I tilt my neck back to look up.

    • steeznson@lemmy.world
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      10 months ago

      Yes, both of those and their sequels - Future Perfect and Perfect Dark - were by far the most played FPS games for me as a kid.

  • oni ᓚᘏᗢ@lemmy.world
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    10 months ago

    Videogame cameras in 1st person it’s supposed to work like this:

    The REAL inverted would be move stick down and then you see down.

    • MisterFrog@lemmy.world
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      10 months ago

      Am I a weirdo to thinks about turning my head to the left, not the back of my head to the right?

      This doesn’t seem intuitive

    • boletus@sh.itjust.works
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      10 months ago

      Its two different perspectives. One is controlling a character as if they are controlling a camera from the rear. The other is the more common, where you’re using the joystick to move the point that you’re looking at.

        • thebestaquaman@lemmy.world
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          10 months ago

          You spin the mouse wheel to control the scroll bar, so of course spinning the wheel towards you (down, if you align the mode with the screen), should make the scroll bar go down.

          This was, for a long time, uncontroversial. However, after touch screens became widely used, people started incorrectly assuming that the mouse wheel “moves the screen” (absolutely ludicrous), and decided that down was up and up was down, and that the sane way to scroll with a mouse wheel or touch pad was “inverted” and not “sane”/“normal”.

          • Heavybell@lemmy.world
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            10 months ago

            Mhm, it’s all about perspective. Moving the viewport or the content. The viewport or the viewer, for first person. Ideally you should always have the option to choose.

    • yeehaw@lemmy.ca
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      10 months ago

      You’re right, but somewhere along the way we all got used to the other way

    • steeznson@lemmy.world
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      10 months ago

      If you just imagine that the right stick is their neck you don’t need to postulate a Parasaurolophus horn

      • thebestaquaman@lemmy.world
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        10 months ago

        I’ve never thought about this, but yes. When I play fps games it feels natural to use non-inverted, while for games where you’re not “aiming” but “looking around” it feels more natural with inverted.

    • cokeslutgarbage@sh.itjust.works
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      10 months ago

      The first time someone explained this to me and showed me how to invert controls, it changed my life and made video games more enjoyable (I’m mostly a PC gamer out of convenience but prefer a console/controller). I recently played the ff7 remake and forgot that I could invert controls and was about to quit playing until I remembered I could invert. “Standard” controls don’t make sense to me and kinda make me dizzy or seasick.

  • dejected_warp_core@lemmy.world
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    10 months ago

    There’s a version of this where 3rd person movement controls are logical to the avatar, rather than to the screen. Only in this case, it’s the developers who are wrong. I’m looking at you, Resident Evil 1.

  • SpicyTaint@lemmy.worlddeleted by creator
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    10 months ago

    Never heard of the airplane explanation, but I invert both if it’s third person. I’m controlling the camera’s position behind the character, not where they’re looking.

    • wulrus@lemmy.world
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      10 months ago

      This is how it works: Push down, nuzzle points up!

      Push up, nuzzle goes down!

      How can anyone play differently?

    • brap@lemmy.world
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      10 months ago

      I remember playing the original Rainbow Six game in 1998 inverted. Can’t remember why, or if that was the default, but I got used to it and haven’t been able to use the controls backwards since. Besides, if you lean forward you look down - why would controls be any different?

      • hikaru755@lemmy.world
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        10 months ago

        if you lean forward you look down - why would controls be any different?

        By that logic, tilting the stick to the left should either make you look to the right, or just rotate the view without actually changing the direction you’re looking in

          • hikaru755@lemmy.world
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            10 months ago

            If you see the stick as the top of your character’s head, you’d have to twist it to look left or right. Tilting it would just rotate the image you see under that mental model

            • dream_weasel@sh.itjust.works
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              10 months ago

              I agree. But it still feels right for up and down which is the only thing at issue.

              No reason up and down can’t make sense that way and left and right be for rotating a different axis. Like driving a car with a joystick doesn’t mean if you expect pushing forward makes it go forward then logically when you go left or right on the stick you expect the car to strafe.

              • hikaru755@lemmy.world
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                10 months ago

                Wellllll in most driving games you accelerate and brake with the triggers though, and the left stick does nothing on the vertical axis :P

                Okay for real though, I’m not here to tell anyone how to game. Use whatever feels right for you, and having the option to invert stick axes is a great inclusivity feature I’d never argue against! I just have a little too much fun arguing with people trying to rationalize something that really just doesn’t need to be rationalized to be valid.

                • dream_weasel@sh.itjust.works
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                  10 months ago

                  I just have a little too much fun arguing with people trying to rationalize something that really just doesn’t need to be rationalized to be valid

                  We have that in common.

                  It seems like there’s an argument for axes of rotation to be made but I can’t find it. Or at least why a sliding window isn’t the optimal steering strategy for first person gaming but I can’t find the race.

                  To be fair, I am not even (outside of flight based games like aerofighters assault once upon a time) an inverted thumb stick user…

    • Blackmist@feddit.uk
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      10 months ago

      I was this way up to roughly the Xbox 360 era.

      And then it just didn’t feel right any more. In fact neither way felt right for a while.

      Now I’m a right way up boy.

    • hereiamagain@sh.itjust.works
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      10 months ago

      Yep. And for me, it changed. I played fps on controller my whole childhood, I was always standard. I started playing less controller and more mouse and keyboard as I got older.

      A few years ago I started flying fpv drones.

      Recently tried to use a controller again? Whoops I can only play inverted now 🤷‍♂️

    • terminhell@lemmy.world
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      10 months ago

      Same. The first few PC games I played in the mid 90’s were ms flight sim and my dad had the joystick. Then MechWarrior 2. Also inverted by default. Tbh it’s a perspective shift. In most games with 3rd person I usually don’t invert. But if I’m first person I have to invert.

    • Ryktes@lemmy.world
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      10 months ago

      Or anything on the N64. Nintendo really loved inverted y in the early days of analog.

    • bodaciousFern@lemmy.dbzer0.com
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      10 months ago

      Yes!. I remember when my brother and I played our first 3D fps (half life), we both agreed it made more sense to invert the y axis. I hadn’t even considered all our history playing joystick flight sims as an influence

    • dan1101@lemmy.world
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      10 months ago

      Elite, Wing Commander, and Secret Weapons of the Luftwaffe shaped me before looking up or down was even a thing in FPS games.

    • boletus@sh.itjust.works
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      10 months ago

      I like to imagine inverted players control their character by grabbing a stick on the top of their characters head

      • steeznson@lemmy.world
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        10 months ago

        It’s more like the analogue stick is representing your characters neck. IRL you pull your neck down to look up, and vice versa.

          • BillBurBaggins@lemmy.worlddeleted by creator
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            10 months ago

            No because when you look left your head doesn’t tilt right. When you look up your head tilts backwards

            • AlfredoJohn@sh.itjust.works
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              10 months ago

              No your using a reference point at the back of you head to say its tilting back when you look up, if you keep the same reference point for the horizontal axis you are turning the head to the right to look left, etc.

          • steeznson@lemmy.world
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            10 months ago

            I care more about the vertical inversion than the horizontal one. Not certain why. Have played with horizontal inversion on before and it didn’t bother me much after a minute or two.

        • boletus@sh.itjust.works
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          10 months ago

          There’s issues with all the analogies. If I tilt the stick left, if it was my neck, then I would roll my neck to the left and I’d need to twist the stick to look around. Perhaps this is the missing control scheme we’ve been waiting for.