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FAQ
What is the current status of the Aim Tuner project?
The peripheral companies that I've talked to about developing it into a full product say they need proof that it works from neutral third parties. I'm still trying to figure out the best way to get eyes on this and get people to test the concept.
Can I test it?
This Youtube video gives all of the information needed to make a copy of the prototype to test the concept. If you end up trying it, please provide feedback and also let me know if any part of the instructions are unclear.
Why don't the peripheral companies just test it? Or why don't you just get a well-known aimer to test it?
I would love for either of these to happen.
The simple fact is that no one is willing to sink 5 to 10 hours into trying out something that is currently labeled as "unproven". Outside of my day job, I currently spend every waking hour trying to figure out how to overcome this. I originally (and naively) thought that finding a solution or patenting what was found was going to be the difficult part.
If a solution can't be tested in 10 minutes tops, no one is willing to give it a second look.
There is no way that adjusting the mouse surface level or angle does anything to affect your aim. Why should I believe any of this?
You shouldn't, you should test it and then come to your own conclusions. Don't take my word for it, just test it. I believe that the instruction video clearly spells out what to do, but if you find it to be unclear, let me know and I will update it.
I'm on Twitter every day begging for people to test this and then roast it or thoroughly debunk it if it doesn't work. What would my motivation be for doing all this if the concept doesn't work?
It works. Test it. Then tell everyone what you found.
Do you actually have patents on anything?
Additional patents are pending, but two have been issued so far.
They are 12,056,298 and 12,493,368.
Are you able to make a video explaining the science behind how this works? How angle adjustments and different elevations affect aim?
I might in the future, I am currently focused on figuring out how to get the most people to test this and share their results.
Long story short on why this works... going through the process ensures that the user constantly encounters a consistent amount of friction from the mousepad. Normally, the friction will be slightly different as you move the mouse towards the top or bottom of your mousepad, even if the mousepad is designed to have consistent friction. This is not a mousepad design or manufacturing problem, this is a desk configuration problem. This is explained in a little more detail further down the page.
This friction inconsistency is one of the major reasons why being able to continuously track targets that are changing positions on both the X-axis and Y-axis at the same time is much more difficult than you would logically expect.
What effect does using the device have on your aim?
I'd say a few of the biggest benefits are...
1. It makes aiming at different ranges all feel basically the same. Lots of people can aim comfortably at either long or short range, but aren't able for it to feel natural at both constantly
2. It makes aiming while moving much more intuitive and effective. I have no need to counter-strafe enemies to make my shots easier to hit. I constantly add in extra random movements to make myself a more difficult target, while still maintaining an extremely high degree of accuracy
3. It removes a bunch of the weird challenges that come with aiming at moving targets that are at much different vertical positions than my own.
You should be able to see in my Ultron gameplay that I am super comfortable abusing "breaking the camera" and hovering directly over opponents, constantly adding in small random movements, while still maintaining accurate tracking. This is basically impossible in a normal setup.
Have you tried getting aim training scores to try to add more credibility so more people will try it? I remember a tweet a while ago of you reaching out to people, but it seems like they didn't believe what you were saying.
Getting people to test this has been very difficult. There are a few reasons for this...
I am some guy that no one has ever heard of, and I'm suggesting people to go through a process that requires a significant amount of time and attention to detail. On top of that, the physical factors that need to be adjusted are so outside of what is widely believed to be relevant to aim that people generally decide that the safe bet is that it's bullshit.
To be fair if someone had said to me years ago that the vertical angle of the mousepad had any effect on my aim, I would have been super skeptical, so I get it.
I had a couple of streamers with smaller audiences test it, and I could tell in our early conversations that they weren't fully believing that it was going to do anything. Near the end of the calibration process, they both had sort of "aha" or "omg" moments where they could immediately start seeing the benefits.
I was pretty excited to have other people get great results from the device concept. I put their testimonials on my site, but at the time I didn't have a good messaging strategy in place, so that didn't really move the needle on getting the word out.
Any content creator that has a big audience isn't going to sink 10+ hours into something that they aren't sure actually does anything. I had a few big names in the mouse/aim space agree to test the concept when I sent out the first tweet. Unfortunately my post was too vague, so they didn't realize that this was going to take a bunch of work on their part to set up. As soon as they found out that this wasn't something that they could pull out of a box and would be ready to go, they bailed.
Some people previously suggested that aim trainer results might draw attention to the project. I asked them to point me to an aim training scenario that would be considered a gold standard and that I would work on producing scores for it. I never got an answer on it. I'm not against the idea of showing off aim training results, but if gameplay aim footage doesn't convince people, I'm not sure aim trainer footage or scores will either.
Adjusting elevation (upward) of your mousepad at odd angles (not level/parallel) to the desk.. I don't really believe would help at all. If anything you're going to increase the strain on your shoulder & muscles in your arm.
Regardless of how it is put together, your current setup is always at a slightly incorrect angle, which causes you to have to sometimes contort your arm or wrist to maintain tracking accuracy on moving targets.
Optimizing the mouse surface angle actually REDUCES the strain that you would otherwise encounter in your current setup. It does not increase it. Once implemented, most players will probably find that they can play their games for longer periods of time without experiencing the arm and wrist fatigue that they would otherwise. This was not an intentional goal of this project, but IT IS an interesting and positive byproduct of the process.
How would you know my current setup is at a slightly incorrect angle? You don't know my desk height, my chair height, my torso length in regards to both those heights, thickness & position of my mousepad, etc.
Five years from now, aimers will understand that just a flat desk with a flat mousepad does not produce a total angle of zero degrees. All those other lengths and heights mentioned in the question introduce additional angles that have to be accounted for to produce a total of zero. You are statistically more likely to win the lottery this week than to have all of your current angles just add up to zero on their own without any modification needed.
The angle that we are adjusting is not the angle of the mouse sensor compared to the mouse surface. This should always be zero if the mousing surface and the bottom of the mouse are both flat. We are adjusting the total angle of your hand as it relates to the bottom surface of the mouse. If this angle is not zero, you are constantly introducing additional drag on one face of the mouse (front/back). This drag is slight enough that you don't consciously notice it now, but it does have a negative effect on your tracking aim performance.
Once it has been removed, if you were to use a mouse with an unoptimized surface in the future, you would notice immediately that it just feels "off". And you would also notice the accuracy performance difference along with the change in the general intuitive feel of the mouse.
Honestly, I don't know if trying to provide a basic overview of how the science of this works actually does anything constructive. I am considering deleting this section.
If you follow the instruction video and test the concept, you will see that it definitely produces measurable results. I feel like the info above is the section that people are not going to understand and then use as their excuse to not test when they otherwise might have.
Other people have produced measurable performance results with this concept and you can too. Just test it. Then please share your results, good or bad.
Let me know if you run into issues or if you need any assistance.
For people who use glass pads, changing the height angle would result in not being able to rest your mouse on the pad, without it sliding forward and off the pad/desk.
My previous streaming testers tested with glass mousepads because that was one of the most frequently asked questions. It worked fine. The angle adjustments are so small, the mouse is not going to be moving anywhere on its own.
The instruction video talks about the need to brace the surface if it starts shifting around during use. You could always adjust a glass deskpad that has big grippy feet on it and set your glass mousepad on it. That's what one of the testers did.
Your Twitter and YouTube don't seem to be very professional. Is this a serious project?
I have never had any intention of trying to be a YouTube personality or to cultivate a following on Twitter. I am just a regular guy with a day job, who also happens to have gone down the rabbit hole when it comes to optimizing desk setups for mouse accuracy performance.
I just want people to test this concept and share their results, whether they are positive, negative, or otherwise.
I have ever-changing ideas on how to get the word out on this project, and I'm currently just throwing spaghetti against the wall to see what sticks. If you believe that you have better ideas on how I could get more people to test this concept, feel free to comment on one of my YouTube videos or post suggestions on Twitter.
Your input is welcome and appreciated.
All of your videos and posts seem to be from Marvel Rivals. Does this not work with other games?
This absolutely works in other games, there are older posts on my Twitter and YouTube that show clips from where I previously used the prototype concept with Overwatch and Call of Duty. I'm currently focused on Marvel Rivals because that game showcases a bunch of the strengths of the prototype.
The game
- Has lots of movement and verticality
- Has an abundance of visual effects clutter to overcome
- Rewards having superior aim mechanics, often winning 1v1s
- Most of the aim heroes don't have bullet drop, recoil, or screen shake
If you are aware of other games that fit this description that I should be demonstrating the prototype with, let me know.
Why should I believe that this project is legit? Is this a scam?
I'm not selling anything. There is no product or service being sold here. I believe that fact alone is a pretty big deal.
Let me repeat that. NOTHING IS BEING SOLD. That should be your first green flag.
Secondly, I've spent years working on this project. I have 2 current patents and others pending, and those aren't cheap. Considering all of this, I would say that 1 of 3 things must be true...
1. This project actually is legit and it's just stalled out because I suck at messaging and marketing. (This one is the true statement, I promise.)
2. I have a pile of money that I was willing to burn for a long con just to troll the internet in some spectacular fashion. (I don't have a pile of money sadly. If I did, I could find more fun and interesting things to spend it on. Also, if I had a bunch of money, I could have used it to get the word out on the troll attempt much better than I have, right?)
3. I'm delusional and I firmly believe something that is not true. At the same time, I somehow also have fantastic aim, but it's not related to this project. (Other testers have gotten results. If you have read down this far through all this text, please just test it.
So far the only people that "couldn't get this to work" just spent 5 minutes putting a full ream of paper under their mousepad trying to be funny, and then posted images to Twitter goofing on the whole idea. Welcome to the internet, I guess. If you are serious about going through the process, it will produce positive performance results.)
If you are interested in troubleshooting and refining your aim, just test it and then post your results, good, bad, or otherwise. As stated previously let me know if you run into issues or need any assistance.
So, you have no actual product, and use sheets of paper for offsetting the angle of a mousepad. Is that an accurate summary?
Thanks for noticing. You clearly have eyeballs.
(I'm not making these questions up, these are from YouTube and Twitter comments.)
I love troubleshooting problems and figuring out solutions. I don't think that I would love trying to create a business that has to handle production, distribution, and marketing/sales of a product if I don't have to. I would much rather have a trusted peripheral manufacturer take this concept and create a product with it.
If I get to the point where I feel like this concept has been proven publicly and still no reputable peripheral company is interested in developing it, I would have to consider changing gears. At that point I would have to think about creating a startup or maybe doing a Kickstarter campaign.
What I have today is the most basic proof-of-concept implementation of a prototype/process. It's the bare minimum version of materials and steps that can be used to prove that this concept works. The peripheral company that takes this on would have to determine what a product device would actually look like, figure out what mechanisms would be used to make angle adjustments, decide what materials would be used, and then figure out what the name of the device should be.
If this thing ever becomes an actual product, it is probably not going to be a slab of glass with stacks of paper underneath it.
I originally called this project Aim Tuner in my first tweet about it. I wanted to give people an easy way to understand what it was supposed to do and have a way to reference it to other people. I didn't realize that giving the project a name like this would also make people assume that this was a product that was mostly done and about to be released. The resulting confusion definitely seemed to do a fair amount of damage to many people's perception of this project.
I personally don't refer to it as Aim tuner anymore, I just call it an aim optimization project. But if it's easier for you to call it Aim Tuner, that's fine too.
It's referenced as Aim Tuner in the first question in this FAQ because that is what people that find the original tweet call it.
What is your current goal with all of this?
I would like this concept to be further developed by a peripheral company so that an easy-to-use product can be bought at the store. This product would come with calibration software that would guide you through the process of getting it dialed in quickly. My ultimate goal is to make aiming with a mouse feel more intuitive, which in turn leads to better accuracy performance.
From the moment that I wake up every day, I'm constantly compelled to work towards fixing the biggest problem that I believe is within my ability to address. For the last few years, it has been squeezing out all of the mouse accuracy performance that I can, using techniques that would be considered fair and allowable within the rules of PC games. Now, the problem that I can't get out of my head is getting that solution tested by people other than myself, and getting their feedback to be publicly posted. I need your help to make this happen.
I believe that to get this project moving, I just need one person that is trusted in the mouse/aim community to tell the world that it produces the results that are being claimed. I haven't been able to find anyone matching that description to even test it.
Alternatively, if I can get a bunch of everyday aim enthusiasts to show performance benefits, I think that would also create the momentum needed to get this off the ground.
So please test it yourself, or get a known content creator to test it, or both! Given the option, I would prefer both. Thanks for your time.