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Real-time setting adjustment mode while in-game.

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  • Real-time setting adjustment mode while in-game.

    Hello! I think one of the pitfalls of all remapping software is that you have to go back and forth between game and app to adjust your settings, which is tedious.
    Steam has in-game overlay, so it's not as bad as having to alt-tab (which can be quite bothersome in some games), but still tedious.

    So, what if we could set up some button combo or mapping for configuration mode, while in-game? since there are already some aspects of the app that can show up on top of the game, we could also have in-game HUD for what we're setting up in the moment, including preview of the layout. This way we could not only assign bindings on the fly, but also perhaps for specific assignments, (like when you have gyro to mouse or joystick to mouse), have a mode where depending on selected input (specific joystick or gyro) you can test that input in real-time as you adjust it's related settings with other available inputs, like adjusting mouse sensitivity with other stick, and in case of custom response curve use dpad to jump between points and use some button to enter point adjustment mode with available stick (if we adjust curve for left stick, then we use right stick for adjustments, and vice versa).
    I could come up with more detailed scheme of how it could work for every setting you could configure this way. but I think stuff like adjusting response curves and sensitivity, as well as deadzones, all would greatly benefit from having real-time in-game testing as you tweak the parameters. and I think it's totally doable.

  • #2
    Hi. The idea is interesting, but it is quite a large layer of development.
    Therefore, we will be grateful if you provide as many details as possible on how it should look and work.

    Thanks in advance.​

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    • #3
      Originally Posted by 1ncorrect View Post
      Hi. The idea is interesting, but it is quite a large layer of development.
      Therefore, we will be grateful if you provide as many details as possible on how it should look and work.

      Thanks in advance.​
      I think a good start would be to use existing overlays for gamepad input feedback and mapping list, have a separate user-configurable shortcut for config mode (say select/back/share+home) which would display both overlays along with some menu buttons, and have gamepad focus on this UI instead of translating inputs to the game, for the time being. then you navigate buttons with L-stick or dpad, select option you want with A/cross button (what is normally used for confirmation on gamepads), where options would be: profile select, quick mapping, config wizard, advanced settings mode, layer selection, radial menu configuration, and other things like separate button combo features, as well as output settings.

      profile select would simply open menu with all the profiles you have, I think this part is pretty self-explanatory.

      for quick mapping mode: once you enter it the text would say to use desired input, then you press and hold the button or deflect the stick and hold it for like 2 seconds, with visual feedback on what you pressed and filling bar or pie icon indicating the 2 second hold for confirmation, after which the text would say to press desired output, where you press another input on your gamepad, or your keyboard or move the mouse, also doing it for 2 seconds (in case of mouse movement assignment you would be just actively moving it around or in circles for 2 seconds) to confirm the mapping. and then you get back to main menu where it displays new mapping. so for next button you would be selecting quick map button again.

      for config wizard it would be same thing as quick map, but instead of manually selecting input/output targets, it would guide through mapping all the inputs in order, so you only need to use and confirm the output for each input asked. alternatively, instead of having this as separate menu item, could be a result of holding the quick map button in the menu, where it would have a wand icon filling up as you hold the button.

      advanced settings menu is where you would map and configure gyro, and tune specific settings for sticks and configure specific button behavior (turbo, macro, layer switching, etc). here instead of holding input, you would navigate to the input with L-stick or dpad, where selection will be highlighted on the gamepad preview, this way you could also navigate to gyro mapping settings. here, the idea is that when you enter specific input settings, it would display advanced parameters like in main rewasd window, but with transparent overlay, and it would allow using selected analog input in the game, as you tune it with other inputs in the overlay, at least for sticks, analog triggers and gyro this should be how it works. when you configure L-stick, you would navigate with either dpad or R-stick, while configuring R-stick would utilize L-stick. you could navigate options with dpad, including selecting curve mode, jumping between curve points in custom mode, but the changes you make would apply as you adjust them, so you can tweak with one stick, while moving another in game and test how it feels in real-time. same with gyro, but with option to enable one of the stick inputs (normally right stick) as complimentary test inputs, so you could also test how it feels in combination. this way you could see if mixed input works, or if ratio of stick movement speed and gyro speed feels well. exiting these settings would be done with simple B/circle.

      for the rest of the options, they would pretty much mirror what main rewasd window has to offer, just navigated through gamepad itself or other inputs. perhaps for output settings we could also have pass-through for sticks that are being configured for deadzones or acceleration, as well as gyro, so it could be tested in the game as you tweak it.

      hope this gives comprehensive idea on how it could work, where the main point is having ability to do these mapping fast while in-game, as well as being able to test the mappings as you tweak them, right in the game.

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      • #4
        from outsider's perspective it seems that the complexity of implementation lies specifically in this overlay focus of gamepad input, and more so with partial input passthrough when doing advanced configuration, and perhaps the real-time aspect of tweaking and applying. otherwise in terms of UI design, I think everything that already exists can be used.

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        • #5
          Thanks for the detailed feedback — we’ll keep it in mind for future improvements!!

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