• rustydrd@sh.itjust.works
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    7 hours ago

    This sometimes reminds me of the “invert Y-axis” for camera controls in video games, where someone’s preference can basically determined by the question “Are you old enough to have played the original MS Flight Simulator as a child?”.

    Someone’s preference typically reflects their tactile experiences that they made with their hardware early on, and once something feels “right”, there’s usually no convincing them it’s not (and indeed no point to it). It’s an artificial thing you have to get used to, one way or another, and there’s really no right or wrong way to go about it.

    • Arrkk@lemmy.world
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      3 hours ago

      Maybe I’m weird, but for me it’s always non-invert for look controls, but as soon as I’m in a plane or ship it must be invert.

    • HereIAm@lemmy.world
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      3 hours ago

      The imagine I have in my head to somehow relate to how inverted-y axis makes sense is that “normal” mouse movement you use the mouse to point where you want the nose to go, mouse goes up, nose goes up. While inverted controls a little stick poking right out of the back of the head, move the stick/mouse up, and you’ll tilt the head down. Doesn’t take into account inverted x movement though 😄

      I think it was in Halo’s tutorial where they ask you to look up, and whatever up or down movement you did on the stick would be considered up. So whatever first impulse you had of pushing the stick up or down would become the looking up direction. Pretty clever.