This branch is [72 commits ahead of](https://github.com/AndyFilter/YeetMouse/compare/systemofapwne%3Aleetmouse%3Amaster...master), [4 commitsbehind](https://github.com/AndyFilter/YeetMouse/compare/master...systemofapwne%3Aleetmouse%3Amaster) systemofapwne/leetmouse:master
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So what? The LeetMouse also
This branch is 78 commits ahead of EricSchles/mousedriver:master.
YeetMouse includes substantial improvements like switching to fixed point math and having a GUI.
Well yeah, it's right there in the readme:
"... I created YeetMouse to build upon the great work of Klaus Zipfel’s LeetMouse and add features ..."
why does mouse acceleration even exist
Because in theory it's actually better then no acceleration. There have been a number of fps esport pros that have even demonstrated this to be true.
The problems are two fold tho, one configuring it correctly is so beyond fucky as to be borderline impossible for your avg user. Two you need more complex configuration options then what standard windows allows for at a minimum you need x and y axis as well as the ability to set at least a threshold point.
But if you do take the time to configure it correctly for your screen size, dpi, mouse area, and mouse dpi as well as get software that allows you enough control over the curve.
It's actually a massive improvement.
Iv personally put that effort in once before and used it for about 8 months. It was a drastic improvement in control.
When I swapped to a new mouse I gave up on it cause it took me like 30 hours to configure it and train with it enough to use it the first time. And doing it every time ANYTHING in my set up changed just wasn't worth it.
Just using raw and training muscle memory is already enough effort. Adding software config on top is just fucked.
Try using a trackball/trackpad with accel turned off
I do keep it on for touchpads, they are too small to used without it. But with a mouse with proper hand space, it's just more consistent to have it off.
With the right curve accel is not necessarily less consistent.
I've used linear acceleration, a limit of 2.0 and an for me suitable offset with the same consistency as without. This is because the acceleration is kicking in only after an acceleration threshold (offset) has been passed. So unless I really yank my arm, there's no difference between having accel on and off.
The result is that normal aiming (tracking, small flicks) benefits of exactly the same muscle memory with and without accel on.
You can think of it as having two sensitivities: one for tracking, and one for quick 180° turns. Because of the linear increase in sensitivity between the two sensitivities (one caused by the offset, the other one set by the limit), it feels quite natural and not like "traditional" mouse accel.
it's okay
It exists on all operating systems, just seemlessly-enough to escape notice. Try turning it off, and you'll see why.
it's already off on my setup and i see no difference
i do not see a difference.
You should, on higher-resolution monitors, or with high-dpi mice. Indispensible for touchpads, eraser nubs, and trackballs.
The following 1 minute video explains this kind of custom mouse acceleration quite well.
What are the disadvantages of desktop use variants?
There's some really bad mouse accelerations built into desktop OS. For example Windows' mouse accel curve is an abomination and I really don't know how they came up with it. Maybe they threw a dice. [1] Comparatively a curve like [2] is much more suitable for gaming, as it essentially allows for precise tracking, small flicks with constant sensitivity, while still allowing for rapid 180 degree turns. Especially quake-like arena shooter benefit from this as you can play long range and close range with the same settings (Quake is where this kind of mouse accel was first implemented).
[1]
[2]