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Mouse drift is probably due to rotating mouse; any fixes?

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Topic Starter
Mio Winter
Mouse drift is when your mouse gradually moves further and further in one direction while Osu!ing, such that you have to lift the mouse off the mousepad and reposition it in order to avoid your mouse falling off your desk. This is bad, because you don't always have time to reposition your mouse when playing Osu! and then your hand ends up in a really awkward position, killing your aim.

Assuming you've put mouse acceleration off, this is what I believe is the main cause of the problem:



In other words: unless you keep your mouse at the same angle all the time, you drift. And the more your change the angle of your mouse, the more you drift.

Solution 1: Play with your arm instead of your wrist. It's easier to maintain the same angle if you let your whole arm do the movement. I don't like this solution, however, since I suspect it's easier to learn how to aim by letting your wrist and fingers do the fine work.

Solution 2: A mouse that tracks using the absolute position of the mouse on the mousepad. Or a mouse that tracks the rotation of the mouse in addition to its velocity, so that it's able to track absolute distance travelled from a set point as long as you don't lift your mouse or hit the screen boundaries. Does anyone know of a mouse that does any of this?

Solution 3: No, I don't want to use pen! : P I started playing Osu! in order to get better at clicking orbs in Gop, and I can't play Gop with pen, so I want to continue practicing Osu! with mouse.

Solution 4: Use higher mouse sensitivity so that you don't have to move (or rotate) as much. I'm considering this, but it also seems likely that it's easier to learn better aiming with the relatively low sensitivity I have right now...
Endaris
Don't play osu! to get better at other games. Play those games to get better at them instead.
Aside from that mousedrift is only a problem on really long maps where the mapper looped himself in the same direction all the time. It's no problem to readjust your mouse if you get like half a second sparetime to do so.
After all you will learn to subconsciously deal with it.
Topic Starter
Mio Winter

Endaris wrote:

Don't play osu! to get better at other games. Play those games to get better at them instead.
Aside from that mousedrift is only a problem on really long maps where the mapper looped himself in the same direction all the time. It's no problem to readjust your mouse if you get like half a second sparetime to do so.
After all you will learn to subconsciously deal with it.
Don't worry, I have plenty of fun playing Osu! : D It's not like it's a chore. After playing a game like Gop for a few years, your skill hits a plateau after exploiting all the obvious ways of getting better to their limit. It means you have to get creative in order to find out how to get better once that plateau has been reached.

I suppose one solution would be just to get good at repositioning quickly, and perhaps get a mouse that doesn't track when the mouse is only slightly above the mouse pad. I hope you're right, and that I'll get better at this. But I would prefer a mouse that tracked absolute position! : P
The Gambler

Timo Timo wrote:

Does anyone know of a mouse that does any of this?
Not perfect but...



Before you ask, the mouse had already died from my abuse... About time I gave it a chance to fight at valhalla.

If I may also add, the aim used for absolute positioning is very weird on a mouse grip... Everything you learned using a regular mouse won't apply here.
Xyrus_old_1
Solution 5: You accept that mouse drift is an inevitable problem on longer maps and work on compensating for it. You do this by readjusting your mouse at opportune moments - You need to learn to quickly lift the mouse, move it to the side / forward / back and place it back down very quickly. This takes time and will cause you to break a few combos while you learn the timing, but it is highly effective once you get the hang of it.

The Gambler wrote:



Before you ask, the mouse had already died from my abuse... About time I gave it a chance to fight at valhalla.
*salutes* :cry:
StephOsu

The Gambler wrote:

Timo Timo wrote:

Does anyone know of a mouse that does any of this?
Not perfect but...



Before you ask, the mouse had already died from my abuse... About time I gave it a chance to fight at valhalla.

If I may also add, the aim used for absolute positioning is very weird on a mouse grip... Everything you learned using a regular mouse won't apply here.
Are you a god
The Gambler

StephOsu wrote:

Are you a god
Naw man, I gotta Steph up my game instead.
StephOsu

The Gambler wrote:

StephOsu wrote:

Are you a god
Naw man, I gotta Steph up my game instead.
But you are a god
You fused two playstyle and create a new playstyle
The Gambler

StephOsu wrote:

But you are a god
You fused two playstyle and create a new playstyle
Shot down by the king of mice...

StephOsu
Because he don't understand the meme new meta
Believe in yourself and make it work
Fxjlk
Solution 6: Send feedback to gaming mouse manufacturers about this problem?

If we tell them they can use it as a marketing tool to sell more mice they might create a solution for it. Already sent a message to Razer and I will probably tell any other companies I can think of.

Mice will probably have to have a second sensor to detect rotation.
Fxjlk
Heres my template in case you guys want one:

Hi

I have a problem playing the game Osu, I get something that's called mouse drift. Its a big problem in game and currently there are no solutions to this problem so most people use tablets. If #company# created a gaming mouse that solved this problem it would put #company# way ahead of the competition and I would definitely purchase it.

Thanks,

#your name#

If you guys have a better template or can improve this one it would be helpful cause my English is pretty bad XD
chainpullz

M3ATL0V3R wrote:

Heres my template in case you guys want one:

Hi

I have a problem playing the game Osu, I get something that's called mouse drift. Its a big problem in game and currently there are no solutions to this problem so most people use a tablet. If #company# created a gaming mouse that solved this problem it would put #company# way ahead of the competition and I would definitely purchase it.

Thanks,

#your name#

If you guys have a better template or can improve this one it would be helpful cause my English is pretty bad XD
Uh, there's not a fix. I was talking with Narrill the other day about the one driver for tablet that people claim has no input lag and I have suspicions that the "input lag" on other drivers is actually masking a forward correction algorithm thus why the cursor on this "lagless" driver seems so damn jittery. It's basically just an inherent fault of sensors. They have error. Unless you literally constrict the movement to within an array of sensors there really isn't a way you eliminate drift. Even then you're just reducing it to negligible levels instead of actually removing it. That is, a driftless mouse would just be a tablet.
Fxjlk

chainpullz wrote:

Uh, there's not a fix. I was talking with Narrill the other day about the one driver for tablet that people claim has no input lag and I have suspicions that the "input lag" on other drivers is actually masking a forward correction algorithm thus why the cursor on this "lagless" driver seems so damn jittery. It's basically just an inherent fault of sensors. They have error. Unless you literally constrict the movement to within an array of sensors there really isn't a way you eliminate drift. Even then you're just reducing it to negligible levels instead of actually removing it. That is, a driftless mouse would just be a tablet.
When I say there needs to be a second sensor i don't mean an array of sensors I mean there needs to be one that detects the current angle of the mouse which transforms x,y movement based on the mouse rotation.

Mouse rotation could be set to zero at the resting position where the x,y movement is not transformed.

Also I don't see how implementing this solution wouldn't remove the drift. If mouse rotation is taken into account every time the mouse reports its position drift should be pretty close to zero
chainpullz
The 2nd sensor would have angular drift. In fact, there's a decent chance higher end mice have multiple sensors. It only reduces but doesn't eliminate drift.
Fxjlk

chainpullz wrote:

The 2nd sensor would have angular drift. In fact, there's a decent chance higher end mice have multiple sensors. It only reduces but doesn't eliminate drift.
x,y Drift is due the loss of absolute positioning due to the sensors inability to detect rotation. What is the angular drift caused by?

Higher end mice don't have rotational sensors only additional x,y sensors which are only a partial fix because if you lift your mouse at any point the absolute rotation is lost and you will get drift.
Sup A Noob
Last I used a multi-sensor mouse it fucked so bad I went back to my old one.
Endie-
Mouse players have different ways of dealing with drift, and as Endaris mentioned it's only a problem on long maps without breaks. You'll just have to find a way to deal with it. Personally, I concentrate on keeping my mouse in the same angle, and when there is a little break I simply readjust to where I feel comfortable.
Oh and don't give in to the dark side (tablets....... ) #mousemasterrace
Good luck
chainpullz

M3ATL0V3R wrote:

chainpullz wrote:

The 2nd sensor would have angular drift. In fact, there's a decent chance higher end mice have multiple sensors. It only reduces but doesn't eliminate drift.
x,y Drift is due the loss of absolute positioning due to the sensors inability to detect rotation. What is the angular drift caused by?

Higher end mice don't have rotational sensors only additional x,y sensors which are only a partial fix because if you lift your mouse at any point the absolute rotation is lost and you will get drift.
Either way I think you are still missing the main point. The drift isn't actually coming from rotational issues. It's inherent to sensors in general. The only reason absolute positioning is possible with a tablet is the sheer number of sensors that surround all parts of the play area. Though each sensor itself may have similar error to a mouse sensor, the system of sensors as a whole has very little error. The actual space in which you can spread multiple sensors in a mouse is so small that you cannot achieve much in the way of error correction from adding additional sensors. You aren't onto something revolutionary. You are just misunderstanding the underlying issue.
KanoSet
if you notice that your mouse is drifting in a direction make it drift to the opposed direction yourself
Fxjlk

chainpullz wrote:

Either way I think you are still missing the main point. The drift isn't actually coming from rotational issues. It's inherent to sensors in general. The only reason absolute positioning is possible with a tablet is the sheer number of sensors that surround all parts of the play area. Though each sensor itself may have similar error to a mouse sensor, the system of sensors as a whole has very little error. The actual space in which you can spread multiple sensors in a mouse is so small that you cannot achieve much in the way of error correction from adding additional sensors. You aren't onto something revolutionary. You are just misunderstanding the underlying issue.
No I don't think I'm misunderstanding the underlying issue, you're saying that drift is due to sensor error but it is not. As I explained before and the diagram at the beginning clearly shows, drift is due to rotation which the mouse cannot account for. This drift is not due to random error

chainpullz wrote:

Uh, there's not a fix. I was talking with Narrill the other day about the one driver for tablet that people claim has no input lag and I have suspicions that the "input lag" on other drivers is actually masking a forward correction algorithm thus why the cursor on this "lagless" driver seems so damn jittery. It's basically just an inherent fault of sensors. They have error. Unless you literally constrict the movement to within an array of sensors there really isn't a way you eliminate drift. Even then you're just reducing it to negligible levels instead of actually removing it. That is, a driftless mouse would just be a tablet.
An input lag of 0 is physically impossible, also I don't understand how forward correction has anything to do sensor error. Input lag is to do with the travel time from the sensor not sensor error
N0thingSpecial
tl;dr play more and deal with it
chainpullz

M3ATL0V3R wrote:

chainpullz wrote:

Either way I think you are still missing the main point. The drift isn't actually coming from rotational issues. It's inherent to sensors in general. The only reason absolute positioning is possible with a tablet is the sheer number of sensors that surround all parts of the play area. Though each sensor itself may have similar error to a mouse sensor, the system of sensors as a whole has very little error. The actual space in which you can spread multiple sensors in a mouse is so small that you cannot achieve much in the way of error correction from adding additional sensors. You aren't onto something revolutionary. You are just misunderstanding the underlying issue.
No I don't think I'm misunderstanding the underlying issue, you're saying that drift is due to sensor error but it is not. As I explained before and the diagram at the beginning clearly shows, drift is due to rotation which the mouse cannot account for. This drift is not due to random error

chainpullz wrote:

Uh, there's not a fix. I was talking with Narrill the other day about the one driver for tablet that people claim has no input lag and I have suspicions that the "input lag" on other drivers is actually masking a forward correction algorithm thus why the cursor on this "lagless" driver seems so damn jittery. It's basically just an inherent fault of sensors. They have error. Unless you literally constrict the movement to within an array of sensors there really isn't a way you eliminate drift. Even then you're just reducing it to negligible levels instead of actually removing it. That is, a driftless mouse would just be a tablet.
An input lag of 0 is physically impossible, also I don't understand how forward correction has anything to do sensor error. Input lag is to do with the travel time from the sensor not sensor error
I'm not going to waste any more time trying to spell it out to you but the 3d coordinate systems with 0-2 rotational axis are all isomorphic to each other. Likewise for 2d since 2d is merely a projection of 3d. Thus adding a rotational sensor is no different from adding another translational sensor.
Fxjlk

chainpullz wrote:

I'm not going to waste any more time trying to spell it out to you but the 3d coordinate systems with 0-2 rotational axis are all isomorphic to each other. Likewise for 2d since 2d is merely a projection of 3d. Thus adding a rotational sensor is no different from adding another translational sensor.
It is different because a translational sensor requires a surface, a rotational one does not. People could lift the mouse off the surface and change the rotation which would create drift which is why current multi sensor mice are so awkward.
dung eater
Either do not tilt your mouse while you play, or tilt it in a consistent way to negate the drift when doing opposite motions. The latter might cause problems when you do some unusual patterns of movement for a while. You will develop a mix of both if you just keep playing more.

A mousepad/play area where you usually use just the middle 1/9 or less is pretty good for managing drift.
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