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 Post subject: Re: Metro 2033
PostPosted: 05 Jul 2010, 06:19 
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Joined: 17 Jan 2010, 06:04
Posts: 60
Bump; Anyone have any smooth fix for the mouse movement? This game looks great and I think that may be the only downfall. I have the Logitech mouse, so I can bind the DPI independently, but I'm hoping someone may have found a better fix.... or at least worked out the formula for 1:1 movement; could it be that the movement is tied to resolution? (i.e. 5040x1050=horiz sens is 4.8 times vertical)


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 Post subject: Re: Metro 2033
PostPosted: 06 Jul 2010, 10:57 
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Joined: 06 Mar 2008, 17:20
Posts: 3424
Yep, I think it's hard-coded behavior: speed movement over x & y axis depends on display width & height, respectively. This has not been fixed yet (officially or not), so I don't think it will ever be (I mean in M2033 - hopefully the engine will be updated and this issue fixed in M2034).
Bear in mind that official widescreen support was actually added in a patch on release day, so the game was probably designed for 1280x1024 i.e roughly the same hor/vert "acceleration factor" and that may be why they didn't bother coding independent, per-axis user settings.


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 Post subject: Re: Metro 2033
PostPosted: 06 Jul 2010, 19:35 
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Joined: 29 Mar 2008, 17:19
Posts: 205
Does triple-screen still give you incorrect mouse sensitivity When i first tried it just after release, the games' mouse behaviour went wonky; the horizontal movement was 3x greater than the vertical. Made the game pretty unplayable.


Has anyone tested if the mouse issue is a dx9 vs dx10 issue in triplewide?

With SoftTH which only works in dx9 mode I did not notice the horizontal speed issue in game (menu speed was slow, but game ran quite well)...with nVidia Surround which works in dx10 mode I did notice more issues with mouse and overall game performance...

UPDATE 08/02/10 - Just finished the game, what a weird trippy ending...but was a fun journey (except for the gas masks)...

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 Post subject: Re: Metro 2033
PostPosted: 09 Jul 2010, 07:40 
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Joined: 06 Mar 2008, 17:20
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Nope, this is really just the way the engine works (tested with TH2G). The x axis "stretches" in multi-mon so horizontal movement is faster, be it in DX9, 10 or 11. It is of course even more annoying (and thus noticeable) if your framerate is low, but the acceleration problem itself remains the same.


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 Post subject: I know, reviving a dead
PostPosted: 24 Jun 2012, 16:02 
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Joined: 12 Dec 2006, 20:37
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I know, reviving a dead thread but I just bought the game for $20 on steam.

The mouse issue can be circumvented if your mouse software allows for seperate X and Y sensitivity settings.



At the far left check the box that allows seperate X/Y adjustment. I set my overall sensitivity to 2, my X sensitivity to 2, my Y sensitivity to 6.

In-game it feels pretty normal with these settings. The menus kinda suck to navigate however in-game is fine.

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