3 ms·
The point of these transitions is to tell user object's trail of movement so user aren't confused by the sudden change in position, but most people use them min
by slmjkdbtl 4y ago
The point of these transitions is to tell user object's trail of movement so user aren't confused by the sudden change in position, but most people use them mindlessly in UI to make stuff feel unresponsive. For example lerping on scrolling is absolutely useless, because scrolling is directly triggered by user input, they would understand perfectly any Y movement of the viewport is caused by their input, the lerp will just leave impression of lagginess or even confusion. I'd argue UI rarely needs transitions, these are mostly useful in games and simulations.
- chankstein38 4y agoThe input on Fortnite's aiming system has two response curve settings Exponential and Linear. For some reason the game defaults to Exponential. Until I found that setting, I was CONSTANTLY fighting with the inputs. For years I'd go to aim and my reticle would eventually end up where I wanted it, but too late so I'd pull back to try to aim it where the person moved and repeat. Changing it to linear (I'm assuming it's 1:1 with my input now, it feels that way) was a game changer! I don't understand why companies seem so bad at the most basic things. Just let me input, interpolation just adds lag and unresponsiveness.
- rtpg 4y agoMy bet is the exponential movement is to avoid people getting motion sick. Jittery movement that's 1:1 with (say) mouse movement can, for some people, be the equivalent of being in a drink shaker and shifting around way too much. Of course having nice dials and ways of configuring that is best overall, because everyone's different and there's also motion sickness to be had when things don't align with your input!