Custom Curve Rotation & Angle Snapping
Illustrations of how Independent Rotation & Angle Snapping can correct mouse movement direction, as described in the User Guide.
Direction in & out
Each line joins an input direction on the inner ring to its output direction on the outer ring.
Change in direction
Positive values turn movement clockwise. Movement in opposite directions is changed by the same amount, so 180–360° repeats this range.
Cursor path for a circular input motion
Mouse input
Readout
Rotation
Angle Snapping
Circle drawing test
Showing an example circle, drawn with horizontal movement tilted 3.1° anti-clockwise and vertical movement tilted 2.7° clockwise. Drawing over it replaces it.
Adjusting mouse movement direction
Rotation and Angle Snapping both adjust the direction of mouse movement in different ways. These functions can help correct for grip position on certain mouse shapes, or simply suit some aiming techniques better.
Rotation
Depending on grip style with certain mouse shapes (such as 'ergo' vs 'ambi' styles) in combination with personal technique, movement can routinely come out 'skewed' from the intended direction. This shift can apply to all angles equally or be dominant along left/right or forward/back directions. Commonly, a horizontal swipe may be consistently pitched slightly up or down, and circular motions may have a 'tilt' to one side.
Rotation can correct this flexibly, and also allows a device to be used in a different orientation entirely.
The Mode selector chooses how this is applied.
Both mode allows a whole 'sensor' rotation without adjusting for any tilt variance. This suits an offset that is the same in every direction — a slightly misaligned sensor, or a palm grip that always holds the mouse at the same angle.
Blend & Split are Independent Rotation modes proprietary to Custom Curve, allowing adjustment targeted to one axis. This can be useful for players who have a combined arm & wrist aiming style, along with a fingertip or claw grip. For example, vertical motions may not need adjustment at all if they are primarily fingertip movements, whereas horizontal wrist or arm swipes may do.
Blend mode averages horizontal & vertical adjustments over the reference angle, whereas Split mode keeps them strictly separated at the 45° midpoint. When the adjustments are equal and opposite, Blend and Split produce the same result.
Angle Snapping
Moving strictly horizontally or vertically can be desirable for some tasks — Angle Snapping makes this easier by pulling input closer to (or directly onto) the nearest axis.
The traditional 'threshold' form of this function is included as the Legacy mode. This works by moving all inputs below the set angle directly onto the nearest axis. This has been a feature of mouse vendor software for years and is very useful when working in 2D drawing applications. While some gamers do enjoy it for certain types of aiming, it directly reduces the angular resolution of input, so for any aiming task there is a strong argument that it is not beneficial.
Soft mode is a new method proprietary to Custom Curve — it gives the same benefit some gamers prefer (easier movement directly along an axis), but does so by smoothly compressing the angles in a similar way to Independent Metric acceleration. This does not decrease the angular resolution, and can make managing a recoil pattern or horizontal flicks feel more comfortable & controllable. It works best applied subtly — for aiming in a 3D game, a value under 10° is recommended.
The circle drawing test
Custom Curve features an Angle Detector within the application to assist with making straight-line adjustments, but it's also useful to understand how your rotation values affect consistency when moving in curves or arcs, which are actually the most common type of aiming movement.
When you intend to draw a perfect circle, for example, it may be consistently tilted to one side. This tool shows how Independent Rotation values could minimise the error between your own mouse movement and the intended output.
Apply rotation correction mathematically calculates some rotation values that minimise the error of your hand-drawn circle. You should not use these calculated outputs as strict drop-ins though — instead, see if there is a pattern over multiple tries and combine them with the straight-line results from the Angle Detector in Custom Curve to arrive at values which produce the best outcome.
Note: since the drawing is made with the cursor, it has already passed through any Rotation or Angle Snapping actively applied to your mouse input — it is therefore best to bypass any settings beforehand.