• Rhynoplaz@lemmy.world
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    2 days ago

    I clicked it, so you don’t have to:

    After testing random people with various computer programs that asked them to rotate objects, they found that some people were able to complete the tasks with inverted or non inverted controls, despite the fact that they had claimed to prefer the opposite. The researchers claim that some people’s brains are just wired to perform better one way or the other despite how they originally learned.

    • slazer2au@lemmy.world
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      2 days ago

      Makes sense. Some controls work better when inverted.

      I always use inverted when flying but anything ground based is non inverted.

      • Korhaka@sopuli.xyz
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        7 hours ago

        Not even sure what counts as inverted for flying, push the stick forwards = dive, pull it back = climb. Pretty sure that is normal for flight sims though because that is how you fly a plane. Space sims end up going with the same kind of input usually.

      • sugar_in_your_tea@sh.itjust.works
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        8 hours ago

        I always use inverted.

        I first played flying simulators as a kid, and inverted makes a ton of sense. 3D shooters weren’t really a thing yet, so when they became a thing, I kept using inverted controls and it was comfortable.

        I can switch, but it takes some getting used to, and my error rate is higher.

        That said, when I use a mouse, I want up (forward) to go up, and down (backward) to go down, so the inverted controls are only for controllers w/ joysticks.

      • TimeSquirrel@kbin.melroy.org
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        2 days ago

        As someone who uses scissor lifts a lot, I wish the manufacturers standardized on one way. Some have you push the joystick forward to descend, others will raise the platform when doing the same. I’ve damn near smashed some things in the ceiling going the wrong way for a second.

        • mrgoosmoos@lemmy.ca
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          8 hours ago

          that seems like an actual safety concern that should have been regulated long ago, wtf

        • Hawke@lemmy.world
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          2 days ago

          I count myself lucky to have only used a scissor lift from one manufacturer and I still have to check the control panel every time. And even then I screw it up sometimes.

      • Professorozone@lemmy.world
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        2 days ago

        Well that’s nice for dynamic people like you, but for dolts like me it will just mess me up trying to switch back and forth.

        You people would have an aneurysm if you saw what I did with the rest of the controls to maintain consistency.

        • slazer2au@lemmy.world
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          2 days ago

          Most games have seperate controls for each transport type and of the ones I have played flying controls come as inverted.

    • moobythegoldensock@infosec.pub
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      9 hours ago

      Seriously, on older games pushing up to look forward was the default. It was only later that they decided to call it inverted.

      I just don’t get why anyone would use non-inverted. Why would I tilt my head forward to look up?

      • aliceblossom@lemmy.world
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        8 hours ago

        I think the core of this dispute is the intuition of each person of what exactly they’re moving and how they’re moving it.

        Like I have never once considered, until just now by reading your comment, that the stick could controlling my characters head. I’ve always intuitively thought that I’m controlling “the point in space that my character is looking at.”

        Changing this makes one way make more sense than the other. Like, despite my preference for non inversion, I would fully concede that if I were to imagine the stick controlling the head directly that inversion makes plenty of sense.

        • sugar_in_your_tea@sh.itjust.works
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          8 hours ago

          Yup. I started w/ flight sims, so the controller controlling the airplane made sense. When I transitioned to FPS games, the controller controlling the head made logical sense. I’m not the character, I’m controlling the character, so why shouldn’t the character work like a plane?

        • sugar_in_your_tea@sh.itjust.works
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          8 hours ago

          Nope. Down to go down, up to go up. Always.

          The explanation I’ve heard for your trackpad argument is that the trackpad is “grabbing” the page or whatever, but I’ve never made that connection. Trackpad gestures to me are equivalent to the scrollwheel, they’re just a different way of interfacing with it. The only thing that “grabs” the page is my finger when it’s on a touch screen.

            • sugar_in_your_tea@sh.itjust.works
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              5 hours ago

              They’re not though. A trackpad processes relative inputs, while a touchscreen processes absolute inputs. If I touch the corner of my trackpad, it doesn’t produce a click on the corresponding corner of the screen like a touchscreen would. Likewise a touch and slide doesn’t drag stuff, it moves the cursor relative to where it was.

              It’s much more similar to a mouse. In fact, if you just imagine your finger is a mouse, you’ve just described all of the functions of a touchpad except gestures, and gestures are just replacements for the buttons (two tap for right click, two finger slide for scroll wheel, etc).

    • kittenspronkles@lemmy.ml
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      2 days ago

      I used to play inverted then started gaming on pc. Now when I use a controller its like neither is good for me - my brain will sometimes think inverted and other times non-inverted mid play session

      • wellbudyweek@lemmy.ml
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        2 days ago

        I find that for me this happens especially often in 3rd person camera control. And I think it has to do with the distance between the camera and the controlled actor.

        Think driving a car, and the camera moving up close to the car when you’re under something like a bridge which would otherwise clip the camera. At that point my preference for camera controll switches from ‘orbit object’ mode to ‘aim’ mode so to say.

        Does that make sense?

        • sugar_in_your_tea@sh.itjust.works
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          8 hours ago

          Yeah, that screws me up too. For first person games, joystick forward to look down makes intuitive sense to me, because I’m controlling the axis of the head (comes from airplane sims). For third person games, now I’m controlling the camera, and it’s not so clear.

    • pm_me_your_puppies@infosec.pub
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      2 days ago

      Invert Y-axis gang!

      There’s fewer and fewer people who use inverted controls, I’ve found. Makes sense, I’m old and it just became muscle memory for me after playing Goldeneye til my thumbs bled back in the day. It’s more of a pain in the ass now, since non-inverted seems to be the norm and I always have to hunt to change it any time I fire up a game with camera controls.

  • Multiplexer@discuss.tchncs.de
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    2 days ago

    Fascinating read.
    I liked learning about the “Simon effect”, only knew about similar, non-spatial ones (colours)…
    And I might give non-inverted controls a try, although being a die-hard inverter.
    At least it will be some brain stimulus to keep me from cognitive aging too fast. Like changing the mouse hand from right to left and back again once in a while.
    And at best I will become the unbeatable Über-Player, because in truth I am a hidden non-inverter! ;-)

  • oni ᓚᘏᗢ@lemmy.world
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    2 days ago

    Why do they mean by "inverted controls? I remember that in some SNES games you could literally invert your controls and play with ABXY as if it were your D-Pad, and your D-Pad as yours ABXY buttons.

    • Truscape@lemmy.blahaj.zone
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      2 days ago

      Usually it refers to joystick directions being reversed (common for flight simulators) or the “Southpaw” control methods on console controllers (designed for lefty users).

      • Hawke@lemmy.world
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        2 days ago

        I’ve never see a flight sim with reversed controls. They all work like a real plane joystick from what I’ve seen.

          • Hawke@lemmy.world
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            2 days ago

            No… push forward to go down, pull back to go up.

            That’s standard joystick operation, nothing inverted about it.

              • kuribo@aussie.zone
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                2 days ago

                Yeah but the same principle applies to the camera in a third person game. It’s pivoting around the character - it’s a pitch rotation, same as a plane.

                • samus12345@sh.itjust.works
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                  2 days ago

                  The above principle works for third person, too - if you’re conceptualizing moving a “handle” behind the camera rather than being in the camera itself, it’s inverted.

        • XeroxCool@lemmy.world
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          2 days ago

          Not a true sim, but Ace Combat 7 novice controls are non-inverted. I feel like Far Cry 5/6 and definitely Fortnite put the non-inverted pitch control on the planes, which were not the focus of the game. I assumed other plane-including games did the same.

          • FigMcLargeHuge@sh.itjust.works
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            2 days ago

            Il-2 Sturmovich for the Xbox 360 didn’t have the correct controls, I messaged the devs and they said they would work on it. Still waiting…

    • Bronzebeard@lemmy.zip
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      2 days ago

      In an fps:

      Inverted: push thumbstick forward to look down

      Non Inverted: push thumbstick forward to look up