Gone with the sin download
In this case, the horizontal components are separated and each is given as input to the sensitivity calculation to multiplied by itself before being recombined at output.
All anisotropic effects for By Component mode can be achieved by setting different x and y curves. The authors of this program feel that Whole is the best style for most users, but that users who play games which have very separate horizontal and vertical actions to manage such as tracking an enemy and controlling recoil might benefit from trying By Component.
By Component may seem more flexible, but it is precisely the restrictions imposed by Whole no curl that make it smoother. As described above, the "sensitivity multiplier" parameter is a multiplier used on the post-calculation output vector.
The acceleration curve styles below see "Acceleration Styles" each describe a certain shape mathematically. The gain switch determines whether that shape is applied in the sensitivity graph or the gain graph. For styles Linear, Classic, and Power, this setting does not change the possible shapes of the velocity curve - that is, for any particular settings with the gain switch set to Sensitivity, there is a different set of settings that will replicate the exact same velocity curve output for a given hand motion with the switch set to Gain.
For styles Natural, Jump, and Motivity, this is not true, and the gain switch allows new velocity curves for each style. An offset, sometimes called a threshold, is a speed in counts before acceleration "kicks in". The legacy way of applying an offset is having a multiplier of 1 below and at the offset, and applying the sensitivity of speed-offset above. This legacy "sensitivity offset" is not available because it causes a discontinuity in gain at the point of offset, leading to non-smooth feeling at offset cross.
The new "gain offset" does a little extra math to simply shift the gain graph by the offset amount without any discontinuity. This feels smoother and has almost no effect on sensitivity.
The theory behind "gain offsets" is developed in this document. Offsets are only applicable to the Classic, Linear, and Natural modes, where they are defined in terms of an input speed. Power mode has a special "output offset", where the curve "starts from" some ratio of the sens multiplier, described in its section. A cap is a point after which acceleration is not applied. The legacy way of applying an offset is simply applying the minimum of the cap sensitivity and the calculated sensitivity for any acceleration calculation.
Thus, for the legacy "sensitivity cap" the value given is a sensitivity. This cap style is still available but causes a large discontinuity at the point of offset, leading to a non-smooth feeling at cap cross.
The new default "gain cap" effectively caps the gain, but for internal calculation reasons, does so for a given speed rather than a given gain value. This feels much smoother but might have a large effect on sensitivity as gain generally raises faster than sensitivity. We recommend that users use a gain cap and simply adjust it to hit at the gain equivalent to the sensitivity they'd like to cap at.
The theory behind "gain caps" is developed in this document. Caps are only applicable to the Classic, Linear, and Power modes. The capping point can be defined in terms of an input speed, an output ratio, or both which will then set other acceleration parameters for the mode. See "Horizontal and Vertical" in the philosophy section to understand what these options do. The Raw Accel GUI reads the output of the raw input stream, and thus the output of the Raw Accel Driver, and displays on the graphs red points corresponding to the last mouse movements.
These calulations should be fast and your graph responsive, but it comes at the cost of higher CPU usage due to needing to refresh the graph often. This feature can be turned off in the "Charts" menu. These options does not scale your acceleration curve in any way. Rather, DPI scales the set of points used to graph your curve, and shows you a window of input speed relevant for your chosen DPI.
The poll rate is used as a safeguard for the Last Mouse Move points and therefore should be set for accuracy in that measurement. This menu provides options for individually disabling devices, and normalizing device DPI see next section.
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Ozzy Osbourne. Living In A Lie. Prime STH. When We Were Young. Dolores O'Riordan. Scratch The Pitch. Remember Me. The future no one dreamed of.
Rogue has gone mad with the death of his beloved companion Frosch and is taking his grief out on his partner, Sting. No direct yaoi, but this is a twisted and dark story. Ragged breathing echoed in the small chamber, a slumped form illuminated only by a few black candles. Red wax dripped onto the floor, blending seamlessly with the blood-spattered stone. The air was heavy, stale and rank with the scent of stale blood and sweat. Dust swirled in the flickering light, insects fleeing the unwanted brightness into shadowed corners and under discarded items long forgotten.
A torn and rotting Sabertooth guild flag hung on the wall, its once vibrant colours muted and faint from the darkness. A torrent of unkempt raven-wing hair swept behind the twisted shadow dragon slayer.
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