

EVERSPACE 2 MOUSE OR CONTROLLER CODE
It’s one of the few code snippets that we didn’t rewrite for EVERSPACE 2, but we made some adjustments as the sequel’s combat is slightly slower-paced. Some pilots have mentioned MKB input feeling laggy or sluggish, which was surprising since we had received a lot of praise for the tight shooter-like WASD-controls in the predecessor. Mouse + Keyboard, Gamepad, and HOTAS Input A lot of the issues discovered are on our list already some require deeper investigation on our side for others, there are workarounds, a few are engine-related issues where we have to rely on our friends at Epic Games.

EVERSPACE 2 MOUSE OR CONTROLLER PC
We’ll know for sure when the PC version releases on November 29.As with every “major” launch, quite a few users ran into technical issues, especially as the game is still in Early Access. Watch Dogs 2 is trying to be fun above all else, and I’m hoping that works in its favor. It’s certainly a goofy take on the first game, and I’m utterly relieved to see an action game from a big studio that doesn’t star an angsty white dude in a big jacket. With only two hours of hands-on time, I didn’t get a true grip of the hacking abilities or where the story was going. What remains to be seen is whether it’s any fun to play.

No more awkward accelerate-brake-accelerate-brake chaining. My favorite little addition is the ability to hold CTRL to pace your car with the one in front of you. It’s a nice, if imperfect, way to work around the on-off nature of keyboard inputs, and certainly better than nothing. It’s not a necessary feature, but the kind of extra accommodation for PC players that I’m happy to see.ĭriving inputs have been adjusted to mimic the fine movements of a control stick by turning faster the longer you hold down a direction. Menus also have a hotkey associated with them, so you can jump between them with quick key presses. You can use the scroll wheel to zoom in and out and click and drag to move around-it works as expected, an otherwise invisible change from the console version. It’s especially visible on the map screen. Every menu, from the phone interface to weapon selection, allows for mouse input. The interface is built for mouse control too. If it's read as raw, on a hardware level, the cursor will always be where you expect it, regardless of framerate. And since framerates fluctuate, it made looking around a jittery inconsistent affair. For context, Dishonored 2 shipped with a mouselook tied to framerate, where it would only read mouse position during each frame the game was rendered. It's read on a hardware level, meaning the input is disassociated from the framerate. Even if you do experience huge framerate dips for whatever reason, they shouldn’t factor into mouselook.
