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Architecture: Device matrix & control schemes

This page defines device support requirements, control schemes, aim assist policy, and UI constraints.

Device classes (canonical)

  • kbm: keyboard + mouse (PC)
  • gamepad: console or controller on PC
  • touch: mobile/tablet touch

We may also record:

  • screen size bucket
  • performance tier (low/med/high)

Compatibility goals

  • Every game must be playable on:
  • PC (kbm)
  • mobile (touch)
  • console/controller (gamepad)

Competitive ranked modes may impose stricter constraints (e.g., separate queues).

Control scheme requirements

KBM

  • Default binds with remapping support.
  • Sensitivity controls.
  • Optional toggle/hold for sprint/crouch.

Gamepad

  • Full navigation without mouse.
  • Aim sensitivity + deadzone controls.
  • Target cycling where relevant.

Touch

  • Dynamic joystick + action buttons.
  • Layout scaling and safe-area support.
  • Optional gyro aiming where available.

Aim assist policy (competitive)

Aim assist must be treated as a competitive feature:

  • Ranked modes can:
  • separate device queues, or
  • apply tuned aim assist by device class

Policy baseline:

  • touch: strongest assist (friction + cone), capped
  • gamepad: moderate assist (friction), capped
  • kbm: minimal or none

Anti-abuse:

  • aim assist should not override line-of-sight
  • aim assist should not produce impossible snaps

UI requirements

  • Responsive layout: handle small screens and ultrawide.
  • Safe zones: avoid cutouts/notches.
  • Text scaling: readable on phones.
  • Controller focus states.

Performance tiers

Define tiers based on measured FPS/memory:

  • Low: minimal effects, lower particle counts, simpler UI animations
  • Medium: default
  • High: enhanced effects

Rules:

  • graphics settings must not change competitive outcomes
  • performance mode must be available on low-end devices

Streaming and world assumptions

  • Streaming may hide world instances.
  • UI must handle “loading/streaming” states.
  • Gameplay-critical checks remain server-side.

Testing checklist

  • Each release must be smoke-tested on:
  • PC KBM
  • PC gamepad or console
  • mobile touch

  • Verify:

  • movement feels correct
  • camera controls
  • UI navigation
  • input latency acceptable
  • no device-only advantage in ranked (or is explicitly designed)