I bought ReWASD recently, and I like it overall, but I wish that the Minimum Movement Threshold functionality for gyro behaved more like Steam's implementation of the same setting. In Steam, after you make a big enough movement to pass the minimum movement threshold, any additional movements are totally smooth, fluid, and precise. With the ReWASD implementation of this setting, the movements are always "grainy" and "jerky," and lacking precision or fluidity. With Steam, I can use a a minimum movement threshold setting of 4-5 to stabilize my movements and still have good, fine, aiming ability. Just a suggestion, but I think the Minimum Movement Threshold setting could be more like Steam's implementation.
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Minimum movement threshold for gyro improvements
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Originally Posted by Shion View PostI don't use Steam for remapping purposes, so I'm not sure what you are talking about
If you want to set up a "deadzone" for the gyro, you can do so via the Response curve in the Advanced settings of the gyro mapping.
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Originally Posted by strokel View PostHi. Please make sure that your gyro is correctly calibrated; recalibration may help with your issue.
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Originally Posted by Support Agent View PostUnfortunately, the [Responce Curve] is the only modifier we have for gyro-to-stick mappings.
The gyro deadzone would be the first non-zero dot (1) on the Y axis. The value of the next dot (2) would be the anti-deadzone for the stick it is remapped to.
if I simply map gyro to mouse, it works as expected in linear settings. or if game actually supports 0 deadzones and I don't have to compensate for it, then it would also work alright when mapped to right joystick.
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Originally Posted by Damnax View PostDear all,
is there already a solution for this?
Here's a video to illustrate the problem:
The anti-deadzone on the X-axis should extend across the entire Y-axis.
Best regards, Marco
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Did you receive my message with the config file?
Is it possible to set the anti-deadzone to a cross?
I only found a square or circle option in the settings.
It works in DS4Windows, but the output is very choppy in DS4Windows, and many other features I like to use in Snowrunner are missing.
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