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I'm sorry, I still can't understand how the thing we have is related to what you are saying.
Could you please describe what you want to achieve in the end? Any specific deadzone shape, any specific behavior for the stick that moves slightly?
Axes range in reWASD just does what it does: shows and allows to change the zones in which the directional mapping is unique and in which zone it is summed up to use with digital mappings only.
The purpose of this function is to ensure that the axis range is set so that the mouse moves completely horizontally or vertically within this angle range, while the mouse can still be moved to any angle of 360 degrees in the remaining range. Map the remaining angles outside the axis range to 360 full angles.
For example, I set the axis range of 30 degrees. When I input -15 degrees to 15 degrees, it is completely to the right direction. When I input 20 degrees, the actual effect is equivalent to 7.5 degrees when the axis range is not set.
The current axis range setting will lcause the mouse to lose the direction within the setting range.
Also, can the speed of the mouse be doubled?
I'm sorry, I still can't understand how the thing we have is related to what you are saying.
Could you please describe what you want to achieve in the end? Any specific deadzone shape, any specific behavior for the stick that moves slightly?
Axes range in reWASD just does what it does: shows and allows to change the zones in which the directional mapping is unique and in which zone it is summed up to use with digital mappings only.
I'm sorry, I still can't understand exactly what happens here.
Active, yellow zones on the screen, are the zones of stick, where all your mappings will work as a single direction.
The darker zones are those ones where the directions will be mixed up.
In order to get a smooth mouse, you need to set both directions to zero, otherwise, you will get a jumping mouse (I think this is exactly what you get).
This option is created to make digital mappings (WASD) to work closer to analog mode.
For mouse, axes ranges should be set to zero always, and there is no other way to set them and get a movement without the jumps that happen when you go to the dark zone.
I may assume that you suggestion is about another feature we do not have here. Could you please explain me which final behavior you want to achieve?
Let me give you an example to help you understand!
Suppose I set the axis range to 30 degrees, and in the upper right area it is 0-15 degrees and 75-90 degrees.
Assuming that the raw input signal x=0.5 and y=0.182,
the signal length is s*s = 0.5*0.5+0.182*0.182, s = 0.532, the angle is tan a = 0.364, a=20 degrees.
Then the angle mapping result is ((20-15)/(90-30))*90 = 7.5 degree,
and the final output result is
x = s * sin a = 0.532 * sin 7.5º =0.532*0.13 = 0.069,
y = s * cos a = 0.532 * cos 7.5º =0.532*0.99 = 0.527.
This example should help you understand what I said about the mapping from the 60-degree area to the 90-degree area. But my mapping function here is just an example. For example, when the player changes the horizontal and vertical scale, how to transform the mapping, this function needs to be further changed, and there should be a better solution, such as this in the battlefield. Function, there is an item called axial dead zone in the settings, but I can't test his specific mapping function.
And is it possible to join your development team? I am also a programmer. Although my major is graphics, maybe I can also do some part-time development work. In addition, as a player who uses a controller, it is easier to understand the needs of some players.
That is great to know that you want to be a part of the team
We do not have open positions at the moment and are trying to do our best with our current team, but we will certainly keep your suggestion in mind. Thank you!
I'm sorry, I still can't understand exactly what happens here.
Active, yellow zones on the screen, are the zones of stick, where all your mappings will work as a single direction.
The darker zones are those ones where the directions will be mixed up.
In order to get a smooth mouse, you need to set both directions to zero, otherwise, you will get a jumping mouse (I think this is exactly what you get).
This option is created to make digital mappings (WASD) to work closer to analog mode.
For mouse, axes ranges should be set to zero always, and there is no other way to set them and get a movement without the jumps that happen when you go to the dark zone.
I may assume that you suggestion is about another feature we do not have here. Could you please explain me which final behavior you want to achieve?
Ranges could be changed from 0 to 45 degrees only. Could you please draw what you want to get there?
Also, when you map the virtual mouse to the physical stick, it is highly recommended to set both ranges to zero, otherwise, you won't get flawless movement.
Sorry, English is not my native language.
Take this picture as an example to establish a polar coordinate system. You can see that I set 0-15 degrees and 75-90 degrees range, it is completely horizontal and vertical.
When input a value in this range, it is a 0 or 90 input.This means that I cannot input a real signal in this range, except for 0 and 90, all other signals are between 15-75. From the angle only, when I keep the x input unchanged and push the stick up, y gradually increases, and this angle will suddenly change from 0 to 15. I cannot input a signal like 8 or 83 or something else. Is it possible to map the range of 15-75 to the range of 0-90? (It does not specifically refer to 15 and 75, but refers to mapping the values outside the range to 0-90, so that these inputs covered by rang two will not be lost.)
I hope I made it clear this time If there are any questions, I will try to explain again. Thank you for your patience.
And is it possible to join your development team? I am also a programmer. Although my major is graphics, maybe I can also do some part-time development work. In addition, as a player who uses a controller, it is easier to understand the needs of some players.
Ranges could be changed from 0 to 45 degrees only. Could you please draw what you want to get there?
Also, when you map the virtual mouse to the physical stick, it is highly recommended to set both ranges to zero, otherwise, you won't get flawless movement.
And I have another suggestion about the axis range. When I set the horizontal direction to 30 degrees, it means that I can't think of turning the horizontal direction to the upper right less than 15 degrees, which will cause a sudden change. Is it possible to compress the 90-degree interval to the remaining 60 degrees?
We are planning to add other types of curves that won't be related to points, so I hope it may do the trick.
Could you please send me the function for the curve you want to get?
However, I can't promise you any fast release dates, it won't be done in the upcoming version.
This is the fitting curve I got after testing Battlefield 1 and Battlefield 5. But because it is based on the scattered points, the result is a polynomial, which is a bit strange, and there should be a better solution than the polynomial.
No, you did not understand what I meant.I used the exact same curve as in APEX, but I even think the result is a convex curve.
This is the curve in APEX.
This is the curve I used in rewasd.
But it is still much faster than the feeling when I use a linear response curve in APEX.I even think the result is a convex curve.
After my test, all games that natively support controllers should process the stick's raw input signal through tangent transformation and convert it into distance, and then different games have different curves to adjust this converted signal. I also tried the curves of the above several people, and even I pulled the nodes to a very low level, but he was still fast, just one custom curve is not enough. Because this is actually the effect of the superposition of two curves, if you want to combine it into a function, even 16 points are not enough. And These changes will not affect the UI at all, only an extremely simple adjustment in the algorithm. If have the source code, I think the change can be completed in less than five minutes, can you just try it?You don’t have to release it, just give me a test version?
Hello, sorry to it's me again. My problem this time is that I always feel that when I push the stick a small distance, it is faster than pushing the same distance in the game using controller directly.So I simply did some tests. I used rewasd in Tarkov and compared it with Battlefield 1 and Apex. Both games use a linear curve, and tarkov with rewasd also use linear curve.But it is difficult for me to control the precise numerical experiments manually, so I only did rough experiments. This proves that when the maximum speed of the three games is adjusted to the same(When the stick is pushed to the maximum, the speed in the game is the same), the linear simulation of rewasd is indeed faster when the input is small. And when the dead zone is set to 8%(it is 2621 in rewasd), rewasd gives me a completely different feeling from the other two games, and it feels much smaller. Based on these two points, I make the following guess. The game that directly uses the joystick is based on the distance pushed by the finger, while the joystick input used by rewasd is based on the angle, because when the joystick is pushed to a small degree, it may rotate 1 degree by pushing 1mm, but when it is fast When pushing to the end, you may need to push 3mm to rotate 1 degree, and there is a tangent conversion between angle and distance. This also explains why rewasd gets faster results when pushing the joystick slightly. For games that natively support controllers, the input signal has been converted, so push the stick slightly more slowly. But these are just my guesses. Can you use Battlefield 1 or Apex(linear curve) to do some accurate numerical tests for comparison based on this theory? If you can, can you try to adjust the input method to the same as these games? Thank you very much!
Hello!
You are using a mouse mapped to a stick, right? The games treat those inputs differently, so this is why the input is not the same and it can't be 100% the same out of the box. However, with Response curve, you can adjust it the way you feel it should be for the certain game. As you may see in this thread, all the curves from other folks have the lowered first point, and this is the thing that will override the issue you are describing.
Mouse emulation is a universal thing, it can't be based on one or a few games. But with a Response curve, any customization is possible.
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