[GAMEPLAY] — Absurd Camera Movement when using Drag-click

HIS A5SISTANT·12/7/2017, 6:37:04 AM·1 votes·299 views

[GAMEPLAY] — Absurd Camera Movement when using Drag-click Greetings. First of all, wanted to thank you guys for adding better scaling for 4K (HP bars). Thank you, we're getting closer to 4K being viable for League! While there are still some other UI scaling issues that exist for 4K, I believe HP bars were the greatest crutch. Now that proper HP bar scaling is in the game, I've decided to play on 4K a bit more.

The greatest current issue that I have with the game is that the drag-click based camera movement is based on a non-scaling per-pixel scheme. (I will explain what I mean by this shortly)

First off, the effect that this is having on matches:

For these videos, as I tried to explain in the video text: In the upper left corner you will see a "start" position ward. I will do a drag-click from the "Zoe ward" on the right side of the screen – all the way to the left side of the screen. You will see for each resolution used (720p, 1080p, 4K) a different outcome is experienced, as noted by the ward that ends up in the upper left corner. Please follow my cursor as I drag-click. (Sorry, about the text, was thinking it would help more than harm... but in the end, it's only distracting)

VIDEO ONE — "1screen" @ 720p VIDEO TWO — "1screen" @ 1080p VIDEO THREE — "1screen" @ 4K

As you can see, the end position of the 4K video is... quite far away from the others. It is an issue that the 1080p isn't the same as the 720p as well but... anyways...

What I think is going on/What is going on:

At each resolution, there's obviously a different amount of pixels on the screen. There are more pixels for the mouse cursor to cross in 4K compared to in 1080p or 720p. Well, first of all my test so that you can understand my conclusion:

For these images/videos, as I tried to explain in the video text: I placed down three wards in a line away from the "Zoe ward" origin point. These three wards each represent the "500 pixel" distance from origin for each resolution.

As proof of this, here are a few images with a 500x500 b&w box that shows on each resolution that each ward is 500 pixels away:

IMAGE ONE — 4K Ward IMAGE TWO — 1080p Ward IMAGE THREE — 720p Ward Please be certain you're viewing these images at full size.)

You should see that at full image resolution, the b&w box is the same size (500 pixels wide) in each image, despite arriving to a different ward location each time.

The test is as such: For each ward that is 500 pixels away at each resolution: drag click from the "500 pixel ward" location to the "Zoe origin ward" location. I FORGOT TO MENTION IN THE VIDEO TEXT: You must HOLD drag-click until AFTER letting go of SPACE. If you let go of drag-click before letting go of space, there will be no camera movement.

VIDEO ONE — 500 pixels @ 4K VIDEO TWO — 500 pixels @ 1080p VIDEO THREE — 500 pixels @ 720p

As you can see, the camera position end the end of each test is in the same general location marked by the cluster of 3 wards.



Conclusion: Camera movement is dependent on the number of pixels that your mouse moves, with no regard for the TOTAL PIXEL COUNT DIFFERENCE for each resolution.

Meaning: If you move your mouse 500 pixels in 720p, 1080p, or 4K your camera will move the SAME distance. HOWEVER, because of the difference in pixel count, your mouse is 3x as sensitive to movement when drag-clicking in 4K compared to in 720p.

What's likely in the code: There's most likely a line that gets cursor movement (specifically, when you're drag clicking) and assigns it to a variable. This variable is then used wherever the camera location is being updated. You should add something that modifies this value (to account for what resolution the player is playing at) before it's used to re-position the camera.

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