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would you take the rotation pill?

1 Name: Anonymous 2024-06-14 14:58
a couple of months ago, i saw n0thanky0us youtube recommendations video... this got me watching youtubers i wouldnt normally watch--examined life of games made a video about inverting the y axis for 3d games... he said something autistic about spacial learners or something... this rhetoric got me to invert my y axis. i thought that i would get annoyed by it and stop using it, but i started to get used to it then begin to like it... after a while the rotation logic got to me and then i started to invert the x axis...
2 Name: Anonymous 2024-06-14 15:19
i play on high sense with 1800 dpi and mouse acceleration if that's what you're talking about, this is cause I play laying down and my arm does minimum movement
3 Name: Anonymous 2024-06-14 17:58
isn't inverting axis normally a gamepad thing? like airplane controls pulling back aims up. no idea why anyone would do it with a mouse. i guess except for a new experience. inverted axis makes sense to me for flight controls, because you don't change the view, you change the angle of the object in flight.
4 Name: Anonymous 2024-06-15 01:42
in that video he basically says inverted is objectively better because non-inverted is conceptulising moving a pointer on a 2d screen but inverted is like pitching in 3d space so inverted is more immersed in 3d games i think it's bullshit lol just use whatever you like
5 Name: Anonymous 2024-06-19 01:46
The reason why the "non-inverted" style became the default on gamepads has nothing to do with mouse controls at all. Rather it's to prevent scenarios in which the thumbs tilt the sticks in opposite directions. In the standard third person game where you control a character with the left stick and the camera with the right, having an "inverted" x axis (move stick left to turn camera right and vice versa) commonly creates situations where you're pushing the sticks in opposite directions. That is, left stick right to move right + right stick left to look right/left stick left to move left + right stick right to look left). Apparently a significant amount of people consider this uncomfortable or awkward, so it was eventually relegated to an option in settings while the modern "non-inverted" style prevailed.

That said, I suspect the issue also relates to regional, or rather biological, differences. In the 00s, Japanese game consoles still shipped with controllers designed for Japanese players, meaning they (the controllers) were not sized to western hands. They were actually smaller than most western players were comfortable with. (Incidentally, Japanese players and developers would sometimes complain during this period that xbox controllers were too big.) During this time, the "inverted" x axis (stick left to look right) was actually quite common in Japanese games. I suppose this may have simply been how the Japanese conceptualized the camera. Anyway, I suspect that with smaller East Asian hands on a small Japanese controller, pushing the sticks together to "move right and look right" presented no problem and felt natural, whereas with larger Euro or American hands, the same action on a small controller could lead to uncomfortable thumb "clashing" or "overlap"

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