Y5S3
Let’s talk sensitivity. ADS sensitivity (not your feelings). Today we’re going to teach you how to convert your old sensitivity settings from the old sensitivity system to the new one in Y5S3.
我们谈谈敏感性。广告敏感度(不是你的感受)。今天我们将教你如何在Y5S3中将旧的灵敏度设置从旧的灵敏度系统转换为新的灵敏度设置。

Keep in mind that when Shadow Legacy goes live, it will automatically convert your old sensitivity settings into the new system! The automatic conversion should preserve the original ADS feeling you had before the new season when it goes to live. It will switch your ADS settings to "Advanced" mode and adjust the per-zoom sliders to replicate the previous sensitivity settings.
请记住,当shadowlegacy上线时,它会自动将旧的灵敏度设置转换为新的系统!自动转换应该保留你在新一季上线前的原始广告感觉。它会将你的广告设置切换到“高级”模式,并调整每缩放滑块以复制先前的灵敏度设置。

Previously, ADS sensitivity used constant multipliers. Every zoom level had their own constant multiplier which was used to adjust the sensitivity while in ADS. This caused a few issues we wished to address this season with the addition of new scopes.
以前,广告敏感度使用常数乘数。每一个变焦级别都有自己的常数乘数,用来调整广告中的敏感度。这导致了一些问题,我们希望通过增加新的范围来解决本季的问题。

A NEW ADS SENSITIVITY SYSTEM IN Y5S3

5S3中一种新的ADS敏感系统

QOL and Improved Customization
QOL和改进的定制

The first issue with the old system was a straightforward QOL problem. With a single ADS sensitivity slider, it was difficult to have different sensitivity preferences depending on the zoom level. This forced some players to constantly adjust their ADS settings between rounds if they wanted to switch scopes with different zoom levels. To make everyone’s life better, the new "Advanced" settings allow players to customize sensitivity per zoom level with the new sensitivity sliders without having to adjust each time you change.
旧系统的第一个问题是一个直接的QOL问题。对于一个单一的广告敏感度滑块,很难根据缩放程度有不同的敏感度偏好。这迫使一些玩家不断调整他们的广告设置之间的回合,如果他们想切换范围与不同的缩放水平。为了让每个人的生活更美好,新的“高级”设置允许玩家使用新的灵敏度滑块自定义每个缩放级别的灵敏度,而不必每次更改都进行调整。

Improved ADS Sensitivity Consistency
提高ADS灵敏度一致性

The second issue is a bit more complex. We realized it was difficult for players to get a consistent feeling between zoom levels due to the fact that the constant multipliers differed from one zoom level to another, and because of other external factors not directly taken into account such as the field-of-view (FOV). This meant that players would often resort to third party calculators to achieve the desired effect. So, to improve consistency we looked at 360 Distance and Visuomotor Gain (scroll down for an in-depth explanation).
第二个问题有点复杂。我们意识到,玩家很难在缩放级别之间获得一致的感觉,这是因为不同缩放级别之间的常数乘数不同,以及其他外部因素(如视野(FOV))没有直接考虑在内。这意味着玩家通常会借助第三方计算器来达到预期的效果。因此,为了提高一致性,我们研究了360距离和视觉运动增益(向下滚动可获得深入解释)。

GETTING TECHNICAL
获取技术
HOW WE IMPROVED CONSISTENCY WITH ADS SENSITIVITY IN SHADOW LEGACY
我们如何在影子遗产中提高广告敏感度的一致性
There are typically two ways to keep a consistent effect when changing zoom levels: maintaining the 360° distance and using visuomotor gain.
通常有两种方法可以在更改缩放级别时保持一致的效果:保持360°的距离和使用visuomotor增益。

360 DISTANCE
360距离

A 360° distance system means the same physical distance on the mouse or gamepad stick will rotate your character by a constant angle. The unit of measurement to define this sensitivity is centimeters (or inches) per 360 degrees, which is the physical distance required to do a full rotation of the camera. Maintaining the same measurement means using a high magnification scope can be very disorienting, as the view will wildly change from one point to the next due to the zoom.
360°距离系统意味着鼠标或游戏板杆上相同的物理距离将使角色旋转一个恒定的角度。定义此灵敏度的测量单位是每360度厘米(或英寸),这是完成相机完全旋转所需的物理距离。保持相同的测量意味着使用高倍率的示波器会非常令人迷惑,因为由于变焦,视角会从一个点大幅度地改变到下一个点。

However, due to the disorientating effect, it is usually undesirable to make the 360° distance constant across zoom levels. While default adjustments can be set for different zoom levels to prevent this issue, there is no gold standard for determining what should be the default adjustment when zooming at various levels. Moreover, personal preferences and varying opinions make this a less ideal solution.
但是,由于方向混乱的影响,通常不希望在缩放级别上保持360°距离恒定。虽然可以为不同的缩放级别设置默认调整以防止出现此问题,但在不同级别缩放时,没有确定默认调整的黄金标准。此外,个人喜好和不同的意见使这不是一个理想的解决方案。

VISUOMOTOR GAIN
视觉运动增益
Visuomotor is the coordination of movement and visual perception by the brain. And a Visuomotor Gain system scales the rotation linearly in order to maintain better consistency and perception when rotating your view.
视觉运动是大脑对运动和视觉感知的协调。为了在旋转视图时保持更好的一致性和感知能力,视觉运动增益系统可以线性缩放旋转。

To break it down further, let's start with an analogy. When you look at an image and move it around with the mouse, you normally expect the same physical distance on the mouse to always move that image by another constant physical distance on your monitor. When you zoom in on that image, you also expect the visual relationship between those distances to remain the same.
为了进一步分解,让我们从一个类比开始。当你看到一个图像并用鼠标移动它时,你通常期望鼠标上的相同物理距离总是在监视器上移动另一个恒定的物理距离。当您放大该图像时,您还希望这些距离之间的视觉关系保持不变。

In Siege, the image is actually what you view through the player's camera, and "moving it around" in that context means "moving the 'panoramic view' around". Once again, regardless of the zoom, a given physical mouse or gamepad stick distance will always match another physical monitor distance and scale linearly. So in practice, the more you zoom in, the less the camera will rotate in degrees, therefore automatically increasing the 360° distance.
在《围攻》中,图像实际上是你通过玩家的相机看到的,在这种情况下,“移动它”意味着“移动‘全景’视图”。无论距离大小,鼠标都会再一次和显示器的物理距离匹配。所以在实践中,你放大的越多,相机旋转的角度就越小,因此会自动增加360°的距离。

Because of the consistent feeling visuomotor gain provides across all zoom levels, we decided to use it as the new ADS sensitivity model in Siege.
由于视觉运动增益在所有缩放级别上都能提供一致的感觉,所以我们决定将其作为《围攻》中新的广告敏感度模型。

From now on, new R6 players will have an ADS sensitivity value of 50 for all zoom levels. This value of 50 gives a neutral and consistent transition between hipfire and ADS with regard to physical mouse/gamepad stick distance versus physical monitor distance. Other similar FPS games also use similar values to achieve the same effect.
从现在起,新的R6播放器将有一个广告敏感值为50的所有缩放水平。这个值50表示hipfire和ADS之间的物理鼠标/游戏板棒距离与物理监视器距离之间的中性和一致的过渡。其他类似的FPS游戏也使用相似的值来达到相同的效果。

Side Note: If you are on PC and have modified the XFactorAiming value of your GameSettings.ini file, this will unfortunately affect the neutral ADS value of 50. Instead, the neutral value will be (1 / XFactorAiming).
旁注:如果您在PC上并且修改了游戏设置.ini文件,这将不幸影响中立广告价值50。值将为中性值(rai1/xfactoming)。

For players who would still prefer to use the previous model, use the guide above to convert the old ADS value to the new ones, which should allow you to replicate it with the new system.
对于仍然喜欢使用以前的模式的玩家,请使用上面的指南将旧的广告价值转换为新的广告价值,这应该允许你在新系统中复制它。

最后修改:2020 年 09 月 04 日 03 : 49 PM
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