but to people who dosent see this bug, generate a random system with 6-8 planets , and play it 15-20 min im sure you will see a slowdown in the zoom. This problem wasent an issue the last "live" build.
The zoom problem is relatet to the framerate no doubt, tryed to make a video where fraps locked the fps to 25 , and then without where the framerate was 100+ ,huge difference. .
I've really noticed a difference in the scrolling. Zooming out to system view is painfully slow, and late game the mousewheel is very unresponsive, have to spin it like a mad person to get it to move noticeably. Win 7 64-bit i5 2500K @ 3.7Ghz Asus Radeon 6850HD 1GB 16 GB DDR3 RAM Standard Genius mouse with default Windows driver EDIT: adjusting the zoom speed sort of helps, but it's still really inconsistent and it somehow feels really off compared to last build.
Yeah the scroll speed really needs to be constant. Its really frustrating that what one moment scrolls out to about planet view, another moment in scrolls out to show entire solar system then at other times it scrolls out, barely enough to see orbital layer. Its pretty odd.
If i didn know any better, either the scroll has mouse acceleration, or its tied to FPS or something. Had a game today where i had to scroll for 10 sec before i got out to the orbital layer lol.
I'm also having this problem, it's even more frustrating than my AI subcommander planet smashing me. win7 64, amd fx-6100 8 gigs o ram running dual channel i think... cant remember if I decided not to do that or not when i built it. nvidia evga 550ti Was of course perfectly fine prior to patch, also gotta say how impressed I am with the performance management in general, the game just gets extremely slow when it bogs down, never slideshows!
Ok played a game yesterday, it was big, had orbital and got laggy at the end. I did not find any problems with scroll however my fps was still a fine 15 fps at the end of the game. I would also like to note that mouse acceleration has now been removed!
True, scrolling slower seems to work a bit better. Though this mostly happens for me when framerate goes < 30. That probably implies that some input data is lost when it comes too fast compared to how the loop receiving or using it runs. That is, likely it now gets thrown away instead of accumulating or queuing it. Can only guess without seeing the code, of course, but the effect is pretty much that. Huh, no it's not. Not if you mean the normal Windows one, anyway. Not sure why you would be happy about that either. Twiddling with that per application is a bad idea and would only throw people off.
Sorry, I'm referring to SCROLL acceleration. Previously if you scroll slowly then the zoom barely moves, and if you do it fast then the planet is a tiny pinprick in the distance. There is no scroll acceleration any more which is a very good thing, as your inputs are always repeatable and accurate rather than wildly varying depending on the speed of your inputs.
Very strange. It was pretty nice, repeatable and accurate _before_. Now it's wildly inconsistent. Same movement with the wheel causes totally different effect at different times. I didn't notice anything like that in the changelog either. So I'm quite sure it's a bug, and you are just lucky in that it works better for you. Or if they changed something about it on purpose, they didn't test it properly on different conditions.
Actually it was quite impossible to produce repeatable actions because different speeds produce wildly different outcomes. Now every input produces an identical output which is ideal for accuracy and reliability. It is likely you are too used to scroll acceleration that this feels unnatural. It is much the same when you remove mouse acceleration ('pointer precision') in windows. It seems much worse and not what you are used to however once you are used to it you would never consider reverting.
I am seeing scroll deceleration with the latest patch. Faster scrolling is resulting in slower zooming. Now I have the same inconsistency that comes with scroll acceleration but I'm forced to scroll slower during the more frantic battles.
From what I've seen before it was completely fine and I was able to do fine and controlled movements. "Every input produces identical output" is bad. It takes away a possibility for me to control the zoom speed. With it I can do a quick movement to zoom out extremely far, without it not. So whatever they changed, it should be an option.
I have seen ur video Zap, and it seems like there are no acceleration, but see this from the Current PTE. And this is with Fraps locked at 60 fps, you should see it at 120 fps.....