Something I didn't mention in the video is that runners can easily change their mouse sensitivity on the fly mid-run by binding it to a key-press just like any other action. Its as simple as typing into the developer console "bind [key] 'sensitivity [value]'", and then pressing [key] changes your sensitivity. i.e. "bind 1 'sensitivity 3000'" changes the sensitivity to 3000 when you press 1. And yes, the legitimacy of viewsnap is debated by Portal speedrunners to this day, many still don't like performing it in their runs.
there is only one answer to the viewsnap debate which is: you keep policing this and soon enough every speedrunner will be forced to use the same setup
@@Gadottinho True, It just looks like aimbot, hence the title of the video. And even if they were using actual aimbot, all that would mean is that it's now a TAS rather than RTA.
It is TAS idk why they say it’s not. using the “console”(tool) to do things that are entirely impossible for humans in a speedrun is a TAS. Unfortunately the moderators for the speedrun didn’t pay much attention in English classes which is the leading factor in them having very little understanding of the words tool and assisted.
@@JOYBOYisVOIDOkay well the Portal Gun is a tool therefore everything is a TAS Oh actually the fact that you can even see anything at all is a Tool This logic is stupid. Tool in this context means external programs or objects that aren't inherent to what the developers provided. Stripping away that context makes you the one who failed Literature.
Msushi forgot to say it in the video, but changing the sensitivity is probably done with keybinds that the runner would prepare in advance through the console. You could use something like the number keys for the different settings; Q for normal, 1 for chamber 1, 2 for chamber 5 and so on. Adjusting the mouse's dpi can be changed similarly.
Fun fact: There are seamshots which are big enough to abuse easily in Team Fortress 2 - so big that even calling them seamshots is generous because it's basically a whole door border that you can shoot through, no viewsnap required. Best example being on gully wash shutter (the door connecting to upper lobby, straight ahead from left spawn). This problem was serious enough to be banned in competitive TF2 leagues, and remains so to this day.
Those aren't true seamshots at all since they're still inbounds, just parts of the map where the developer forgot to add collision. The source engine REALLY doesn't like it when maps have any sort of "leak" out into the void, so the whole map has to be completely enclosed in order for it to load correctly. That's also why out-of-bounds objects in source engine games are always placed in their own little rooms. The seamshots in this video are leaks so small that even the engine isn't aware that they exist until you shoot through them, so they don't cause any issues when creating the map. Another fun fact: If I remember correctly, those shutter doors only have collision on the shutter itself, the frame that surrounds it is a separate model that isn't solid by default. So if the map creator forgets to make it solid or put something solid behind it, the doorframe can leave a gap above the shutter that's wide enough to shoot through.
@@asdffdsa8885 in fact, it's not like they are too small for the engine to notice, they are literally 0 in the map, but the engine itself trying to play safe and adding a some space, ends up reducing it because of a SINGLE typo in the code
Gullywash last shutter isn't really a seamshot. The map is just borked and a brush is too small. A seamshot is when you shoot through a seam, that one is a straight up hole in the geometry
We quite literally did this in Stray any% (sleep paralysis, penis clip, Seamus clip, etc). Me and a group of probably 10 other people spent hours on end bashing certain corners and walls to try and find ways through.
Never thought I'd see players basically shooting portals through the corners of walls Also it's still funny when someone narrating a speedrun documentary mentions themself
There was actually this guy called Skilloz, who made a documentary about the WR progression of "Blue Yourself", an MK8D speedrun category. He referred to himself in the third person, and talked about how he had invented and performed a strategy called "Glider Strats". Using this method, he got the WR.
In one of Summoning Salt's videos on Punch-Out, he completely glosses over the fact that he holds a record in the game (Might've been more than one actually)
It is insane to see seam shots, which is a glitch I discovered totally at random, being manipulated in this way. I was doing Chamber 19 runs when I shot OoB from the starting elevator. Took me over an hour to figure out what had happened or why it had happened. Then, I spent a few days investigating every edge of every chamber. I ended up redoing some segments of Portal Done Pro because of this discovery. Congrats on the community driving it to the theoretical limits! You will be baked, and then there will be cake! 🎂
As someone who plays a sniper in alot of games, i notice the DPI thing constantly, because the dudes head could be in between 2 dots and i cant hit him
Play at a higher dpi but lower your in-game sense to keep the same edpi, you can find calculators for this. This should increase the "resolution" you can use. It may make you more jittery until you get used to it. I use this technique in valorant to teach others how to aim when they start out. From 400 to 800 to 1600 dpi, any higher doesn't really make a difference. I stand corrected, 3200 DPI does actually make a difference. But only in certain edge cases. Playing aim labs I find that I either overshoot or undershoot and upping the DPi seems to give me a little more leeway when aiming, despite having the more then enough resolution to hit a target.
I can't even emphasize how excited I get whenever I see you upload a new video. Loved it, as always. Can't wait to see more content about speedrunning (Portal especially) ❤
Ya know, with the soft ban on this, and people debating if it's even a good thing to do, wouldn't it be better to just, split the speed running categories so there's one where view snaps are not allowed, and ones that allow it? Give us the best of both worlds.
0:27 btw it's getting better. Some months ago it was almost completely unplayable and now there are less bots, in the last month i'd say i ran into bots one game ouf of 10 or 15 (i mean they took out the entire server, there is one or two of these in almost every game but if they are only one or two they get kicked really quick)
You consistently create the most interesting and well written videos i see you on youtube. I'm immediately so excited whenever theres an new upload from Msushi, and this video didn't disappoint. Such incredibly well thought out videos and explained so someone like me, who has no idea about speed-running, completely understands whats going on and how things work. Just incredible content dude!
btw I'm pretty sure you can figure out m_pitch and m_yaw values in addition to sensitivity so that all you have to do is move one step in both the X and Y directions. You can also make pretty advanced menus using CFGs, by making what I would call "metabinds" off the top of my head, aka binds that change other binds. I've toyed around with making a browser tool for advanced binds like that :D
I recall using precise camera sensitivities like this to line up hole in one shots in a golf game, pleasantly surprised to see it has a wide range of use in other games too.
As a programmer, I particularly enjoy watching these videos because they help me to see where my code can go wrong and how to harden it against these kinds of attacks. I thank you for your service.
Not all glitches should be patched out though. Keeping some of them around can be a net positive if people find it fun to play with and it doesn't interrupt normal gameplay.
@@doommaker4000 My favorite thing is how Valve tried to remove bunnyhopping from Source but just made an even more broken variation: accelerated back-hopping.
@@cassidy8307 my approach as a developer is to remove all bugs but replace the ones that add gameplay value with features that are the same or similar but more stable and balanced
"Speedruners can take somthing as simple as a mouse sensitivity setting, and use it to completely change the way aim works" and this right here is why I love speedruning. Speedruners problem solving, enjenuity, and creativity is so fascinating and I absolutely love it
Oh this is cool. We actually have a very similar tech in Halo 1 speed runs for similarly precise angle setups. We call it sensitivity manipulation. The main difference is that we don't have console commands so we just use the ingame sensitivity notches, using a specific sensitivity for an entire level (and importantly, counting our 360 degree turns for consistent setups). Sweet to see this being a thing elsewhere as well, even if it's more controversial for you guys.
This explains sort of why people often advise to get a mouse with high dpi, so you can set your in game sensitivity as low as possible to have as fine of a "grid" as possible
pretty sure higher max dpi just generally means better quality sensor, since dpi is limited by how sensitive and accurate a sensor is. it's a correlation not causation thing.
i mean even if you don't get this explanation you can sort of figure it out because dpi is the actual input and sens is just magnifying this input, therefore it's obvious you should have it higher
I love these techniques that stem from the simple option, and combining it with knowledge about how things work on a slightly deeper technical level. Nice presentation, thank you :) I wonder - Does the ingame sensitivity slider allow for any arbitrary value by itself, or does it default to specific increments? I'm mostly curious, if the ban would've been more "successful" if you couldn't change the sensitivity through the console. (Although realistically, the runners would likely just find more awkward and annoying setups with a specific brand of mouse, making it overall less fun I'd guess)
@@TlalocTemporal A lot of people use alternate keybinds for things, and the console is used for recording demos. Doing away with the console wouldn't really work.
My favorite thing about speedrunning is seeing the players uncover every detail about a game in order to simply complete the game faster. Finding ways to exploit the game, using the quirks of the game itself.
Simply: they spend some of the largest amounts of time on a game trying to figure out how to spend the least amount of time on it, it’s funny thinking about it that way.
But only if you have raw input disabled, right? Traditional game input works by periodically re-centering the invisible cursor on the screen and polling its position as a vector of motion, so it's quantified further by the screen resolution. But with raw input on, the actual mouse data is received and scaled by sensitivity (as well as m_yaw and m_pitch that define how large of an angle 1 unit of horizontal/vertical sensitivity is) to get changes to yaw and pitch. That said, people are stating that an average 800 dpi mouse is roughly pixel-equivalent to a Full HD resolution, so you can expect similar results by dropping hardware sensitivity to about a third of that.
Instead of a grid, it's more like the limit of floating point precision in mouse position. With high sensitivity, by multiplying change in position with that high number, the smallest decimal digit still ends up as a big change in rotation of the camera.
I love it. Software technology being crunched so that it's being formed into new shapes and tools to reach more than it was meant for. When you get lemons you make combustible lemons.
im not a furry, not apart of lgbtq and i dont like anime nor gacha so take this from a guy who in your eyes is "normal" you are quite literally the definition of that scene in toy store with all of those buzz lightyear clones in the store. went from being a 9 year old playing roblox and mobile games on your channel to having puberty hit you hard and turn you into the generic edgy teenager: "lgbtq more like lbbq", using the word cringe unironically, "cursed" pfp that is infact not funny at all and im sure that there are other generic traits like that about you which im just not aware of yet. get a life and stop being like edgy teenager who just hit puberty#6885858 "comment too long 🤓"
The problem here is the usage of the console, and console commands... If I'm allowed to use the console command, why am I not allowed to use noclip? I think the answer is the same as every single other issue that Speedrunners had to deal with different strategies: Multiple categories. We can have a category that allows viewsnap and a category that doesn't, pure and simple.
The issue with making it a category is that... well, effectively it's the exact same run, the same route and strategy. It's just that in one case players would spend a few extra seconds firing portals into a corner until they shoot through, and in the other one they won't. Airboat% was different enough to make it a category, this just isn't
would cause a problem for seamshots/precise shots without viewsnap where people typically lower their sensitivity. there’s a reason this simple seeming resolution has not been implemented after all of the discussion around this tech
This sounds kinda reminiscent of the airboat run in Portal 1, wherein ch_createairboat wasn't protected by sv_cheats, so _technically_ it's a legal move, right? Except that got banned outside of a joke category, and meanwhile this is apparently allowed? I don't really like it since it's essentially making macros that automate (admittedly small) parts of the game, which feels like it should be TAS category
It's not really the same. In general, the rulesets for both Portal 1 and 2 aren't based on sv_cheats protection: that may be taken into consideration but it's certainly not the defining factor. So ch_createairboat unambiguously *was* cheating, and everyone knew that: but someone joked about it being allowed, hence those runs and that category. This, on the other hand, is just adjusting an option which the game gives normal users: you could do it without even enabling the developer console. On that note, there's a bit of a difference between Portal 1 and Portal 2 here. Portal 1 provides the user with a text field in the options so they can input any sensitivity; this means anti-viewsnap sentiments don't really have an objective basis because they can literally be performed without doing anything a normal player wouldn't do. In Portal 2, however, we only get a sensitivity *slider* which caps out at 20 - this was the main justification for the 20 sens cap that was temporarily implemented. However, we already allow sensitivities far below 1 (the minimum on the slider), so it was much more logically consistent to not have the ban (and as Msushi discussed, capping sens at 20 didn't stop viewsnaps anyway). Last note: binds. You could argue that the bad thing here is that you can press a single button to change your sensitivity, and that a bind should only be allowed if it can be set in the menu. That's a reasonable opinion: it's what we'd call a more "purist" perspective but it's totally valid. But the way these communities have evolved has led, through essentially community consensus, to the rules for what binds are allowed being more open than that: Portal 1 is much stricter than Portal 2 but is still significantly less strict than the purist interpretation.
@@mlugg5499 Thanks for the input. Honestly I still don't like it much. It feels like it both uses control methods outside of what would be available to a typical player as well as ignores certain limitations of the game. (can the slider actually be used to set the game, say, to sensitivity 19.97561? To quote the video, "it's more like a grid, where your mouse can only be at certain points at a given time". Is there actually a point the mouse can be in that corresponds to those settings?) But I suppose at that point it's a matter of opinion. Although a last question: Why was sensitivity below 1 accepted in the period when sensitivity above 20 was banned? I don't really understand that part.
> It feels like it both uses control methods outside of what would be available to a typical player as well as ignores certain limitations of the game This is nonsensical because the console has been available (either by default or activatable from the in-game menus) in Source Engine games since the HL1 days. Moreover, you don't even need the console because you can achieve the same by editing config files directly (and setting up the necessary binds there). Arbitrarily limiting the precision with which you can set your sensitivity is just that: arbitrary. > Why was sensitivity below 1 accepted Pure speculation, but you can't really ban sens below 1 unless you want to lose a ton of players, because if you are a low sens/high DPI player then banning any sens below 1 pretty much bans you from playing the game. For instance, my current sens in CSGO is 0.9@1000 DPI, which isn't that low in the community as it is around 42 cm/360. If I played at a higher CPI my in-game sens would need to be even lower to compensate. Banning sens above 20 may make more sense initially because nobody *actually* plays on low CPI and ultra-high sens (this is not beneficial in any game). but it was still ultimately a dumb decision. > I don't really like it since it's essentially making macros that automate These are just sensitivity change binds. You might as well ban ADS in single player shooters with ADS since that changes your sensitivity as well. Also, an important distinction making binds different from macros is that binds only allow you to execute one change with one keypress, while macros (using alias in console) allow you to perform several actions. Binds are pretty universally allowed in both speedrunning and pro scenes, while actual macros are banned. For example, in CSGO it is fairly easy to create a jumpthrow macro, which releases your fire button at the same moment as your jump, allowing you to throw 100% consistent smokes. This macro is banned in pro play and also 3rd party leagues, precisely because it is a macro, but achieving the same effect by binding -fire to a key next to the spacebar and pressing both buttons at the same time is not.
@@falsche921 yeah, chances are the slider couldn't actually be used to enough precision to set values that precise anyway. Like I say, this issue only affects Portal 2 (in P1 you literally get a text box where you can type any number your heart desires) but it's still a fair point since there's no reason the games' rules should be in sync. As for why sens < 1 was allowed: essentially, this rule was put in place to try and ban viewsnap, because people deemed it a trick that didn't think should be allowed. Of course, that's not really what happened, but it was the intention. Sensitivities under 1 are a crucial part of the run, and have been for years: they're the "usual" method for performing these incredibly precise shots (such as seamshots). On a strictly objective basis, there's not really a reason to prefer sens < 1 to sens > 20, but in the context of this rule, sens > 20 was the "problem" and banning sens < 1 was essentially impossible because of how widely used and liked it is.
this tech was also figured out by some tf2 jumpers independently a few years ago but it got banned from being used in runs. very interesting to see a different decision being made by the portal community on the exact same concept
This is a BANGER video Msushi. Very cool. I encourage everyone to set their mouse DPI to the lowest it will go and max out your in-game sensitivity in your FPS game of choice. Become a grid snap aimer today.
4:20 I can't get over the fact that mouse movement is measured in mickeys lmao. 11:08 The people complaining were probably the tryhard jerks who think using a viable exploit to save a few seconds somehow "takes away" from the skill needed to speedrun.
Okay, if I knew an aiming training thing like the blue ball targets existed, I'd probably have used it... instead of growing a distaste for FPSs over a decade ago and wussing out towards melee-oriented games instead. X'D (crying inside)
as soon as he introduced "seam shots" and the thumbnail being about sensitivity, i had a hunch it was about ropz's sens thing, and man was i right. that's amazing that something like a pro csgo player's discovery can even affect the portal speedrun meta, crazy.
I'm honestly surprised that use of the dev console is allowed at all for official runs. Feels like that should be put into a different category (unless it is already, all I saw was SLA/No SLA categories). It's still impressive to watch you pull it off though, and there's obviously a high level of skill and game knowledge required
@@finx10097 how is that not cheating. seriously. you're setting the value using a console because the game wouldn't normally allow you to do so. that's what we call cheating.
@@ruinenlust_ In source engine games you have "sv_cheats", which basically turns cheats on and allows cheat commands. With it turned off (by default), it only allows commands that were not considered cheats by developers.
@@mythicalgod You understand that I, as someone who's not familiar with all this, saw this video and was confused right? It even says no cheating in the title but lo and behold it uses console commands. To me it still seems like cheating. Weird rule.
@@ruinenlust_ ok so they also aren't allowed to manually line up the seam shots because they use the pos values screen that have to be enabled via console? Like where's your logic? They pressed the console key so it must be a cheat. Also this is used for OOB speedruns which is also not intended by the Devs for you to be able to do, so the whole category is invalid because they're cheating?
This is a great video! I have a question though: does the community refer to it as aimbot? Unless something is missing, it's definitely not even close, and the title is misleading at best.
Finally a video about something I was pointing out for more than 20 years and everybody said I was stupid. I was just playing around with dpi and sensitivity in times where every 'pro player' told you 400 dpi is the best. Well when I set my razer copperhead mouse to 400 it was more like 300 and when you then try to go up to sensitivity 7 or 8 you will clearly see it. In HL1 or CS1.6 it skips 3 or 4 millimeters.
@@renakunisaki use of dev console allows for a lot of qol and such which is accepted by the community as legitimate, and disallowing it’s use entirely would be pointless (since pretty much everyone is fine with dev console anyway) and impossible to incorporate considering how commonplace it is and has been for years in runs.
5:09 Spaz and spastic are ableist slurs used against people with spasticity, a condition of inappropriately stiff muscles, please use another word next time
I do love that speedrunning community can break apart any title to create a mechanic that doesn't even exist in the game in order to save like 3 seconds.
really disappointed to hear you use the word "spaz" in this. I'm sure you didn't mean any harm (and I know a lot of americans in particular seem to be unaware of this for some reason) but it's a really harmful ableist slur. yes, even in a non-derogatory context.
Next you're gonna tell me we can't use the word “slope” to describe an incline, because 60 years ago, our grandparents were using it as a racial slur? Get over yourself.
Spaz isn't a slur in America, it just means to be a klutz. Kind of like how "fanny" refers someone's butt in the U.S., but is a synonym for vagina in other former British colonies.
@@hellterminator if you want to use ableist slurs just because you exist in an environment in which they are considered acceptable, that's up to you. but the vague hand-waving of "languages evolve" is just a post-hoc justification. it simply *is* a slur - what you want to do with that information is up to you.
This grid thing kinda explains why when you actually see cursor in the middle of screen it shakes and returns to center while your view in game shows you are looki ng around. I wonder if the distance the cursor travels before snapping back to center is affected by set sensitivity in game.
I believe 3klicks covered something similar in CS:GO where he discussed whether it's better to have a high sensitivity in game but a low mouse sensitivity, or a low mouse sensitivity but a high in game sensitivity. he found (either by accident, or on purpose) that with low DPI and a high in game sensitivity, your crosshair would skip pixels across the screen. really cool to see a practical use for low DPI and high game sens lol.
I remember sniping really really really long ranges in Roblox as a kid and getting annoyed how it always seemed like my mouse could never actually line up with my target's head, and I always thought it was a limitation of Roblox, but no, I guess I genuinely was seeing the grid and having it not allow me to click the 5 pixels that was some guy's head.
Something I didn't mention in the video is that runners can easily change their mouse sensitivity on the fly mid-run by binding it to a key-press just like any other action. Its as simple as typing into the developer console "bind [key] 'sensitivity [value]'", and then pressing [key] changes your sensitivity. i.e. "bind 1 'sensitivity 3000'" changes the sensitivity to 3000 when you press 1.
And yes, the legitimacy of viewsnap is debated by Portal speedrunners to this day, many still don't like performing it in their runs.
Thank you for this addendum :)
I found that obvious, but I can see how some people were confused.
And yes I have no idea why anybody is thinking we shouldn't be using this.
@@n4tri some people have a bind that sets their sensitivity based on which level they are on
@@ewan1165 Interesting, but how does the bind know the level? And aren't there still multiple values per level?
there is only one answer to the viewsnap debate which is: you keep policing this and soon enough every speedrunner will be forced to use the same setup
“Or maybe you’ve joined a TF2 server in the last 5 years”
TF2 player: *cries in fetal position*
Ngl in the past like 6 months I haven't had to leave a game because of bots, sometimes they join but we can just kick them
mh Pain
@@artminer6 Yeah, this Halloween, actually, of the 5 hours I played the game, I only encountered one lobby that was overrun with bots.
@@AkumuVids You obviously didn’t attempt the los muertos contract
@@aliterallumpofcoal9577 i played the los muertos contract twice. Once by myself and with a friend. Only map that was overrun for me was helltrain.
Congratulations to "Narrator" for getting the Speedrun World Record! I bet it was well deserved.
"I got so bored of babysitting Employee 427 that i decided to speedrun Portal"
How the hell did you comment this 8 hours ago
@@ttimothylive
Probably Patreon early access or something.
fight club reference
Narthan A. Torres (A.K.A Narrator) has been a staple of the speedrunning community for years, so fair enough that he got the WR.
It’s getting so fast that they be looking like TAS runs now because of the robotic looking movements
Aimbot itself is basically just a *Tool* that can be used in *Tool* Assisted Speedruns.
@@angeldude101 it's not aimbot, it's just using pixel skip in their favour, by changing the sensitivity and dpi
@@Gadottinho True, It just looks like aimbot, hence the title of the video. And even if they were using actual aimbot, all that would mean is that it's now a TAS rather than RTA.
It is TAS idk why they say it’s not.
using the “console”(tool) to do things that are entirely impossible for humans in a speedrun is a TAS.
Unfortunately the moderators for the speedrun didn’t pay much attention in English classes which is the leading factor in them having very little understanding of the words tool and assisted.
@@JOYBOYisVOIDOkay well the Portal Gun is a tool therefore everything is a TAS
Oh actually the fact that you can even see anything at all is a Tool
This logic is stupid.
Tool in this context means external programs or objects that aren't inherent to what the developers provided.
Stripping away that context makes you the one who failed Literature.
Msushi forgot to say it in the video, but changing the sensitivity is probably done with keybinds that the runner would prepare in advance through the console. You could use something like the number keys for the different settings; Q for normal, 1 for chamber 1, 2 for chamber 5 and so on.
Adjusting the mouse's dpi can be changed similarly.
quite funny to imagine if this where not possible, and instead runners would have to speedrun typing out commands in console
I had already thought of this shortly after he mentioned changing the sensitivity.
you coul probably also set it up sp they toggle/cycle
@@-YELDAH they'd still probably have them on a spreadsheet or have them all copied to clipboard at the same time in a fancy way
@@ziwuri technically macro software
Fun fact: There are seamshots which are big enough to abuse easily in Team Fortress 2 - so big that even calling them seamshots is generous because it's basically a whole door border that you can shoot through, no viewsnap required. Best example being on gully wash shutter (the door connecting to upper lobby, straight ahead from left spawn). This problem was serious enough to be banned in competitive TF2 leagues, and remains so to this day.
nothing usable on normal servers but cleavers clipping trough glass on trade plaza was always fun to do
Those aren't true seamshots at all since they're still inbounds, just parts of the map where the developer forgot to add collision.
The source engine REALLY doesn't like it when maps have any sort of "leak" out into the void, so the whole map has to be completely enclosed in order for it to load correctly. That's also why out-of-bounds objects in source engine games are always placed in their own little rooms. The seamshots in this video are leaks so small that even the engine isn't aware that they exist until you shoot through them, so they don't cause any issues when creating the map.
Another fun fact: If I remember correctly, those shutter doors only have collision on the shutter itself, the frame that surrounds it is a separate model that isn't solid by default. So if the map creator forgets to make it solid or put something solid behind it, the doorframe can leave a gap above the shutter that's wide enough to shoot through.
@@asdffdsa8885 in fact, it's not like they are too small for the engine to notice, they are literally 0 in the map, but the engine itself trying to play safe and adding a some space, ends up reducing it because of a SINGLE typo in the code
Gullywash last shutter isn't really a seamshot. The map is just borked and a brush is too small. A seamshot is when you shoot through a seam, that one is a straight up hole in the geometry
Speedrunning really does comprise of just bashing a game against the wall until it starts doing weird stuff
We quite literally did this in Stray any% (sleep paralysis, penis clip, Seamus clip, etc). Me and a group of probably 10 other people spent hours on end bashing certain corners and walls to try and find ways through.
@@FAT9L did it work
@@CRT_YT of course it did, a speed game wouldn't be complete without that lmao
@@FAT9L im sorry *what* clip
@@tiddly5 you havent seen?
i love how msushi refers to themself differently in every video, sometimes its "msushi", others is "me", and here its "me, yes me the narrator"
Himself*
@@Ten_Thousand_LocustsI can tell you ain’t gooning
@@Ten_Thousand_Locuststhemself is still grammatically correct.
@@J0hnB09 it's unnecessary
@@Ten_Thousand_Locusts so is correcting random people on the internet, especially when they are still grammatically correct.
Aw, snap! Seams we have another fantastic Msushi video. Keep aiming for greatness!
yes. it is
for that joke i sentence you to pun jail for 10 years
@Pixel I will bail him out
Haha, I like that one
attmay joke yaaay
Never thought I'd see players basically shooting portals through the corners of walls
Also it's still funny when someone narrating a speedrun documentary mentions themself
There was actually this guy called Skilloz, who made a documentary about the WR progression of "Blue Yourself", an MK8D speedrun category. He referred to himself in the third person, and talked about how he had invented and performed a strategy called "Glider Strats". Using this method, he got the WR.
In one of Summoning Salt's videos on Punch-Out, he completely glosses over the fact that he holds a record in the game (Might've been more than one actually)
@@cutetigger1037 Msushi used to refer to himself in the third person, but he stopped for some reason.
"players basically shooting portals through the corners of walls" was in several speedrunning PORTAL 1 videos uploaded after 2016
If saveglitch could be a college major then studying the constant back and forths of allowing viewsnaps would give you multiple PhDs
It is insane to see seam shots, which is a glitch I discovered totally at random, being manipulated in this way. I was doing Chamber 19 runs when I shot OoB from the starting elevator. Took me over an hour to figure out what had happened or why it had happened. Then, I spent a few days investigating every edge of every chamber. I ended up redoing some segments of Portal Done Pro because of this discovery. Congrats on the community driving it to the theoretical limits! You will be baked, and then there will be cake! 🎂
Very well presented and elegantly explained! Great video!
As someone who plays a sniper in alot of games, i notice the DPI thing constantly, because the dudes head could be in between 2 dots and i cant hit him
Play at a higher dpi but lower your in-game sense to keep the same edpi, you can find calculators for this. This should increase the "resolution" you can use. It may make you more jittery until you get used to it.
I use this technique in valorant to teach others how to aim when they start out. From 400 to 800 to 1600 dpi, any higher doesn't really make a difference.
I stand corrected, 3200 DPI does actually make a difference. But only in certain edge cases. Playing aim labs I find that I either overshoot or undershoot and upping the DPi seems to give me a little more leeway when aiming, despite having the more then enough resolution to hit a target.
Yeah, 800 dpi is a good one to go for. Also don't forget to increase mouse polling to at least 500hz.
@@gemigames154 true, mine is at 1000hz witch is the highest mine goes.
Video just came out. ruclips.net/video/Sbzs5IFCoMQ/видео.html
Now you also might have to worry about this deviation in some cases.
@unsubtract 400 because I like the sens of 400
I can't even emphasize how excited I get whenever I see you upload a new video. Loved it, as always. Can't wait to see more content about speedrunning (Portal especially) ❤
Same here. Msushi's content is always 10 out of 10. Cant tell you how many times I've rewatched most of the vids
Ya know, with the soft ban on this, and people debating if it's even a good thing to do, wouldn't it be better to just, split the speed running categories so there's one where view snaps are not allowed, and ones that allow it? Give us the best of both worlds.
One day we will reach a point in portal speedrunning we might find a spot in a random chamber jump then somehow get teleported to the elevator
I love when you do videos like this. I wish there was something like this for Stray.
Good job on getting a record like this!
0:27 btw it's getting better. Some months ago it was almost completely unplayable and now there are less bots, in the last month i'd say i ran into bots one game ouf of 10 or 15 (i mean they took out the entire server, there is one or two of these in almost every game but if they are only one or two they get kicked really quick)
You consistently create the most interesting and well written videos i see you on youtube. I'm immediately so excited whenever theres an new upload from Msushi, and this video didn't disappoint. Such incredibly well thought out videos and explained so someone like me, who has no idea about speed-running, completely understands whats going on and how things work. Just incredible content dude!
You should watch Karl Jobst, his stuff is epic.
btw I'm pretty sure you can figure out m_pitch and m_yaw values in addition to sensitivity so that all you have to do is move one step in both the X and Y directions. You can also make pretty advanced menus using CFGs, by making what I would call "metabinds" off the top of my head, aka binds that change other binds. I've toyed around with making a browser tool for advanced binds like that :D
m_pitch is (effectively) cheat protected
Source games can alias entire scripts to a bind which is very useful in doing multiple actions in a single bind in tf2
@@kerbonaut2059 yep, i use a lot of those to the point playing the game without them is so hard because each key does so much at once
We do all these things
that's basically becoming TAS at that point
can we appreciate how seamshots were the result of a single letter typo?
Heyo pancake
@@Minefnafer22 hi minefnafer o/
huh?
I recall using precise camera sensitivities like this to line up hole in one shots in a golf game, pleasantly surprised to see it has a wide range of use in other games too.
pretty cool to have a speedrunner do the video explaining a speedrun strat!
As a programmer, I particularly enjoy watching these videos because they help me to see where my code can go wrong and how to harden it against these kinds of attacks. I thank you for your service.
Not all glitches should be patched out though. Keeping some of them around can be a net positive if people find it fun to play with and it doesn't interrupt normal gameplay.
@@cassidy8307 Rocket jumping, bunny hopping... #NotAllGlitches
@@doommaker4000 My favorite thing is how Valve tried to remove bunnyhopping from Source but just made an even more broken variation: accelerated back-hopping.
@@cassidy8307 my approach as a developer is to remove all bugs but replace the ones that add gameplay value with features that are the same or similar but more stable and balanced
@@doommaker4000 is rocket jumping even a glitch though? I feel like it's an intended mechanic in a lot of games
I remember doing this once on accident when the original portal came out and having NO CLUE wtf just happened 😂 makes more sense now lol
Congrats on getting WR! And it's cool that this tech is useful in so many different places :)
I just asked about this in the discord the other day, cool that you made a video about it so soon.
In an unprecedented move, the global leaderboards will now ban any run that relies on user input.
Im happy to see Msushi in my notifications again. Welcome back Msushi :)
"Speedruners can take somthing as simple as a mouse sensitivity setting, and use it to completely change the way aim works" and this right here is why I love speedruning. Speedruners problem solving, enjenuity, and creativity is so fascinating and I absolutely love it
just thought u might want to know that "enjenuity" is spelled "ingenuity"
„Me, yes me, the Narrator“ what an interesting name for a speedrunner 🤔
Oh this is cool. We actually have a very similar tech in Halo 1 speed runs for similarly precise angle setups. We call it sensitivity manipulation. The main difference is that we don't have console commands so we just use the ingame sensitivity notches, using a specific sensitivity for an entire level (and importantly, counting our 360 degree turns for consistent setups). Sweet to see this being a thing elsewhere as well, even if it's more controversial for you guys.
Hello friend
@@00Svo 👀
This explains sort of why people often advise to get a mouse with high dpi, so you can set your in game sensitivity as low as possible to have as fine of a "grid" as possible
pretty sure higher max dpi just generally means better quality sensor, since dpi is limited by how sensitive and accurate a sensor is. it's a correlation not causation thing.
i mean even if you don't get this explanation you can sort of figure it out because dpi is the actual input and sens is just magnifying this input, therefore it's obvious you should have it higher
I love these techniques that stem from the simple option, and combining it with knowledge about how things work on a slightly deeper technical level. Nice presentation, thank you :)
I wonder - Does the ingame sensitivity slider allow for any arbitrary value by itself, or does it default to specific increments? I'm mostly curious, if the ban would've been more "successful" if you couldn't change the sensitivity through the console. (Although realistically, the runners would likely just find more awkward and annoying setups with a specific brand of mouse, making it overall less fun I'd guess)
cringe pfp
@@josephleebob3828 damn bro this was really necessary and added to the conversation
I was thinking about only allowing integer sensitivity values, but now that you mention it, why is console allowed during runs at all?
@@TlalocTemporal A lot of people use alternate keybinds for things, and the console is used for recording demos. Doing away with the console wouldn't really work.
"who knows what speedrunners will break next"
probably their keyboards
My favorite thing about speedrunning is seeing the players uncover every detail about a game in order to simply complete the game faster. Finding ways to exploit the game, using the quirks of the game itself.
Simply: they spend some of the largest amounts of time on a game trying to figure out how to spend the least amount of time on it, it’s funny thinking about it that way.
9:09 GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY GREAT
WYSI
WYSI GET OUT OF MY HEAD GET OUT OF MY HEAD
i felt too many neurons activating when i saw those cursed numbers
Those CS clips chosen to illustrate the point are just perfect!
I think the part about sensitivity is also very noticeable if you use a very low desktop resolution (640 x 480 or something)
But only if you have raw input disabled, right? Traditional game input works by periodically re-centering the invisible cursor on the screen and polling its position as a vector of motion, so it's quantified further by the screen resolution. But with raw input on, the actual mouse data is received and scaled by sensitivity (as well as m_yaw and m_pitch that define how large of an angle 1 unit of horizontal/vertical sensitivity is) to get changes to yaw and pitch.
That said, people are stating that an average 800 dpi mouse is roughly pixel-equivalent to a Full HD resolution, so you can expect similar results by dropping hardware sensitivity to about a third of that.
"Or maybe you've joined a public tf2 lobby in the past five years"
Ouch... that one hit deep
thank you i actually needed an 06 view snap guide
Instead of a grid, it's more like the limit of floating point precision in mouse position.
With high sensitivity, by multiplying change in position with that high number, the smallest decimal digit still ends up as a big change in rotation of the camera.
Mods: "YOU CAN'T MAKE YOUR SENSITIVITY INSANELY HIGH!"
Runners: "Fine we'll just make it precise just under the limit"
Seems to me that, if it's allowed, then the set-up time should count as part of the run.
It’s not allowed, most of the times seam shots are done in the middle/end of the level.
Why not just make a no viewsnap category?
I love it. Software technology being crunched so that it's being formed into new shapes and tools to reach more than it was meant for.
When you get lemons you make combustible lemons.
This is so impressive, i love this creativity
cringe pfp
im not a furry, not apart of lgbtq and i dont like anime nor gacha so take this from a guy who in your eyes is "normal"
you are quite literally the definition of that scene in toy store with all of those buzz lightyear clones in the store. went from being a 9 year old playing roblox and mobile games on your channel to having puberty hit you hard and turn you into the generic edgy teenager: "lgbtq more like lbbq", using the word cringe unironically, "cursed" pfp that is infact not funny at all and im sure that there are other generic traits like that about you which im just not aware of yet. get a life and stop being like edgy teenager who just hit puberty#6885858
"comment too long 🤓"
@@josephleebob3828 something that i can respect about you however is that engineer avatar on roblox. now thats something that i can vibe with.
Why didn't they just instigate a rule saying you can't adjust your mouse sensitivity during a run?
Finally some peak content Great job as always
cringe pfp
@@josephleebob3828 and do you have problem ?
@@stanke6585 your pfp is cringe its an universal proflem
@@josephleebob3828 and why are you so concern about my pfp?
did anyone else notice the baba is you music in the background
I feel game developers should just hire speedrunners to beta test, but then we wouldn't get such cool speedrun glitches
Then they’d become features, like in Celeste
I'd like to see a TAS of Portal 1-2 that uses seamshots. Imagine how crazy that could be.
The problem here is the usage of the console, and console commands... If I'm allowed to use the console command, why am I not allowed to use noclip? I think the answer is the same as every single other issue that Speedrunners had to deal with different strategies: Multiple categories. We can have a category that allows viewsnap and a category that doesn't, pure and simple.
The issue with making it a category is that... well, effectively it's the exact same run, the same route and strategy. It's just that in one case players would spend a few extra seconds firing portals into a corner until they shoot through, and in the other one they won't. Airboat% was different enough to make it a category, this just isn't
@@falsche921 So, if this isn't enough to need another category, this isn't enough to have a debate in the first place, right? So... Nothing changed.
allowing console =/= allowing every console command
source games usually have a whitelist of commands and noclip is not on there
You're like the smallant of portal, and I love this style of content btw, keep it up
they are nothing alike, what?
wouldn't it be easy to ban if you just banned changing sens during the run?
that would just be awful
would cause a problem for seamshots/precise shots without viewsnap where people typically lower their sensitivity. there’s a reason this simple seeming resolution has not been implemented after all of the discussion around this tech
AYIOIOOOO IT IS A GOOD DAY TO BE A MSUSHI FAN !!!! banger vid + omg finally gg congrats on WR
This sounds kinda reminiscent of the airboat run in Portal 1, wherein ch_createairboat wasn't protected by sv_cheats, so _technically_ it's a legal move, right? Except that got banned outside of a joke category, and meanwhile this is apparently allowed?
I don't really like it since it's essentially making macros that automate (admittedly small) parts of the game, which feels like it should be TAS category
It's not really the same. In general, the rulesets for both Portal 1 and 2 aren't based on sv_cheats protection: that may be taken into consideration but it's certainly not the defining factor. So ch_createairboat unambiguously *was* cheating, and everyone knew that: but someone joked about it being allowed, hence those runs and that category. This, on the other hand, is just adjusting an option which the game gives normal users: you could do it without even enabling the developer console.
On that note, there's a bit of a difference between Portal 1 and Portal 2 here. Portal 1 provides the user with a text field in the options so they can input any sensitivity; this means anti-viewsnap sentiments don't really have an objective basis because they can literally be performed without doing anything a normal player wouldn't do. In Portal 2, however, we only get a sensitivity *slider* which caps out at 20 - this was the main justification for the 20 sens cap that was temporarily implemented. However, we already allow sensitivities far below 1 (the minimum on the slider), so it was much more logically consistent to not have the ban (and as Msushi discussed, capping sens at 20 didn't stop viewsnaps anyway).
Last note: binds. You could argue that the bad thing here is that you can press a single button to change your sensitivity, and that a bind should only be allowed if it can be set in the menu. That's a reasonable opinion: it's what we'd call a more "purist" perspective but it's totally valid. But the way these communities have evolved has led, through essentially community consensus, to the rules for what binds are allowed being more open than that: Portal 1 is much stricter than Portal 2 but is still significantly less strict than the purist interpretation.
@@mlugg5499 Thanks for the input.
Honestly I still don't like it much. It feels like it both uses control methods outside of what would be available to a typical player as well as ignores certain limitations of the game. (can the slider actually be used to set the game, say, to sensitivity 19.97561? To quote the video, "it's more like a grid, where your mouse can only be at certain points at a given time". Is there actually a point the mouse can be in that corresponds to those settings?)
But I suppose at that point it's a matter of opinion.
Although a last question: Why was sensitivity below 1 accepted in the period when sensitivity above 20 was banned? I don't really understand that part.
Not really. HL1 and 2 both have scripted categories, and it's all allowed. I can see this being set to its own category, though, but I doubt it.
> It feels like it both uses control methods outside of what would be available to a typical player as well as ignores certain limitations of the game
This is nonsensical because the console has been available (either by default or activatable from the in-game menus) in Source Engine games since the HL1 days. Moreover, you don't even need the console because you can achieve the same by editing config files directly (and setting up the necessary binds there). Arbitrarily limiting the precision with which you can set your sensitivity is just that: arbitrary.
> Why was sensitivity below 1 accepted
Pure speculation, but you can't really ban sens below 1 unless you want to lose a ton of players, because if you are a low sens/high DPI player then banning any sens below 1 pretty much bans you from playing the game. For instance, my current sens in CSGO is 0.9@1000 DPI, which isn't that low in the community as it is around 42 cm/360. If I played at a higher CPI my in-game sens would need to be even lower to compensate. Banning sens above 20 may make more sense initially because nobody *actually* plays on low CPI and ultra-high sens (this is not beneficial in any game). but it was still ultimately a dumb decision.
> I don't really like it since it's essentially making macros that automate
These are just sensitivity change binds. You might as well ban ADS in single player shooters with ADS since that changes your sensitivity as well. Also, an important distinction making binds different from macros is that binds only allow you to execute one change with one keypress, while macros (using alias in console) allow you to perform several actions. Binds are pretty universally allowed in both speedrunning and pro scenes, while actual macros are banned. For example, in CSGO it is fairly easy to create a jumpthrow macro, which releases your fire button at the same moment as your jump, allowing you to throw 100% consistent smokes. This macro is banned in pro play and also 3rd party leagues, precisely because it is a macro, but achieving the same effect by binding -fire to a key next to the spacebar and pressing both buttons at the same time is not.
@@falsche921 yeah, chances are the slider couldn't actually be used to enough precision to set values that precise anyway. Like I say, this issue only affects Portal 2 (in P1 you literally get a text box where you can type any number your heart desires) but it's still a fair point since there's no reason the games' rules should be in sync.
As for why sens < 1 was allowed: essentially, this rule was put in place to try and ban viewsnap, because people deemed it a trick that didn't think should be allowed. Of course, that's not really what happened, but it was the intention. Sensitivities under 1 are a crucial part of the run, and have been for years: they're the "usual" method for performing these incredibly precise shots (such as seamshots). On a strictly objective basis, there's not really a reason to prefer sens < 1 to sens > 20, but in the context of this rule, sens > 20 was the "problem" and banning sens < 1 was essentially impossible because of how widely used and liked it is.
AMAZING VIDEO AS ALWAYS. MSUSHI GOAT
11:20 I want to believe that they just saw speedruners doing it anyway and just said "fine whatever, just do what you want"
this tech was also figured out by some tf2 jumpers independently a few years ago but it got banned from being used in runs. very interesting to see a different decision being made by the portal community on the exact same concept
I keep imaging Chell snapping her neck around and contorting it every time the "aimbot" is used.
Is there anywhere on this website where you aren’t?
Fr
Up next: Portal speedrunners broke the game using only the brightness slider
This is a BANGER video Msushi. Very cool. I encourage everyone to set their mouse DPI to the lowest it will go and max out your in-game sensitivity in your FPS game of choice. Become a grid snap aimer today.
4:20 I can't get over the fact that mouse movement is measured in mickeys lmao.
11:08 The people complaining were probably the tryhard jerks who think using a viable exploit to save a few seconds somehow "takes away" from the skill needed to speedrun.
most people just dont like it cause it isnt fun
@@someturkey Nothing about this implies it isn't fun, and it's a lot more fun than having to meticulously line it up yourself.
Ah yes, classical case of tool assisted speedruns
i wanna make a speedrun account called "me, yes me, the narrator" and get the portal WR just to make your job harder
This user has 97 VAC bans on their account
Damn I guess you could say he’s pretty baisted
Just like me fr
Okay, if I knew an aiming training thing like the blue ball targets existed, I'd probably have used it... instead of growing a distaste for FPSs over a decade ago and wussing out towards melee-oriented games instead. X'D
(crying inside)
9:11 727 😰
WYSI
is this number scary
OMG ITS THE FUNNY NUMBER WYSI
as soon as he introduced "seam shots" and the thumbnail being about sensitivity, i had a hunch it was about ropz's sens thing, and man was i right. that's amazing that something like a pro csgo player's discovery can even affect the portal speedrun meta, crazy.
I'm honestly surprised that use of the dev console is allowed at all for official runs. Feels like that should be put into a different category (unless it is already, all I saw was SLA/No SLA categories). It's still impressive to watch you pull it off though, and there's obviously a high level of skill and game knowledge required
Can't wait for the audio slider to push objects where there's a seamshot apart.
How can someone adjust their sensitivity on the run? Why did you not explain this?
macros, clipboard pastes ready for the console, basically any way you can think of normally changing your mouse sens???????
@@finx10097 how is that not cheating. seriously. you're setting the value using a console because the game wouldn't normally allow you to do so. that's what we call cheating.
@@ruinenlust_ In source engine games you have "sv_cheats", which basically turns cheats on and allows cheat commands. With it turned off (by default), it only allows commands that were not considered cheats by developers.
@@mythicalgod You understand that I, as someone who's not familiar with all this, saw this video and was confused right? It even says no cheating in the title but lo and behold it uses console commands. To me it still seems like cheating. Weird rule.
@@ruinenlust_ ok so they also aren't allowed to manually line up the seam shots because they use the pos values screen that have to be enabled via console? Like where's your logic? They pressed the console key so it must be a cheat. Also this is used for OOB speedruns which is also not intended by the Devs for you to be able to do, so the whole category is invalid because they're cheating?
great video man, glad I could be of help
This is a great video! I have a question though: does the community refer to it as aimbot? Unless something is missing, it's definitely not even close, and the title is misleading at best.
Finally a video about something I was pointing out for more than 20 years and everybody said I was stupid. I was just playing around with dpi and sensitivity in times where every 'pro player' told you 400 dpi is the best. Well when I set my razer copperhead mouse to 400 it was more like 300 and when you then try to go up to sensitivity 7 or 8 you will clearly see it. In HL1 or CS1.6 it skips 3 or 4 millimeters.
I don't like this, doesn't seem right. Next time I'll get the urge to watch some Portal speedruns I'll remember this and watch something else
As an outsider looking in, it seems like the console would just be banned from runs in the first place.
Ye probably
They should probably just ban changing sensitivity and dpi during a run
And using the dev console.
@@renakunisaki use of dev console allows for a lot of qol and such which is accepted by the community as legitimate, and disallowing it’s use entirely would be pointless (since pretty much everyone is fine with dev console anyway) and impossible to incorporate considering how commonplace it is and has been for years in runs.
Portal is technically an FPS
First-person
Portal
Shooter
5:09 Spaz and spastic are ableist slurs used against people with spasticity, a condition of inappropriately stiff muscles, please use another word next time
Agreed, surprised to see the latest comment pointing this out
yeah lets keep these words in power, surely nothing bad will come of it
Incredibly well explained. Good stuffs.
9:08 WYSI
most sane osu player
“Which saved over a second, crazy the lengths speed runners go for a second, for that even a fraction of a second
not very fond of viewsnapping
I do love that speedrunning community can break apart any title to create a mechanic that doesn't even exist in the game in order to save like 3 seconds.
Cringesnap haters in shambles rn
Heyo Dusty
@@Minefnafer22 hi mine, massive industrial fan
@@dustyhob0 omg, me too!
The fact that you used baba music amazes me. Instant subscription from me.
really disappointed to hear you use the word "spaz" in this. I'm sure you didn't mean any harm (and I know a lot of americans in particular seem to be unaware of this for some reason) but it's a really harmful ableist slur. yes, even in a non-derogatory context.
Next you're gonna tell me we can't use the word “slope” to describe an incline, because 60 years ago, our grandparents were using it as a racial slur?
Get over yourself.
@@hellterminator no, I'm telling you that "spaz" is an ableist slur, because it is. have a nice day :)
@@chluff And I'm telling you languages evolve, so it's not anymore. :)
Spaz isn't a slur in America, it just means to be a klutz. Kind of like how "fanny" refers someone's butt in the U.S., but is a synonym for vagina in other former British colonies.
@@hellterminator if you want to use ableist slurs just because you exist in an environment in which they are considered acceptable, that's up to you. but the vague hand-waving of "languages evolve" is just a post-hoc justification. it simply *is* a slur - what you want to do with that information is up to you.
This grid thing kinda explains why when you actually see cursor in the middle of screen it shakes and returns to center while your view in game shows you are looki ng around.
I wonder if the distance the cursor travels before snapping back to center is affected by set sensitivity in game.
I believe 3klicks covered something similar in CS:GO where he discussed whether it's better to have a high sensitivity in game but a low mouse sensitivity, or a low mouse sensitivity but a high in game sensitivity. he found (either by accident, or on purpose) that with low DPI and a high in game sensitivity, your crosshair would skip pixels across the screen.
really cool to see a practical use for low DPI and high game sens lol.
"Who knows what speedrunners will break next?" ( 12:43 )
Calling it right now, the game volume
Imagine GLaDOS thoughts when as soon as she gave Chell the portal gun, she portaled through an unnoticable seam in the wall and disappeared.
Next time: Speedrunners discover how to exploit AIR to open a rift in space time and save 0.2 seconds.
Love the "Baba is you: music :)
i thought the video was going to be about the portal guides, great video
Background music is from Baba is You (good puzzle game avail on mobile)
I remember sniping really really really long ranges in Roblox as a kid and getting annoyed how it always seemed like my mouse could never actually line up with my target's head, and I always thought it was a limitation of Roblox, but no, I guess I genuinely was seeing the grid and having it not allow me to click the 5 pixels that was some guy's head.