Originally Posted by Star-Lord
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stick mapping mouse failure
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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!
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Hello,
Thank you for your feedback.
Glad that you're like it. As for manual inputting, N + 1 point on X or Y must be greater than N point, i.e all points should go increasingly. But the way you made is also elegant
Have a great gaming experience.
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Just tried the new version with the manual curve inputs. I was able to get a decent solution though it required an open notepad window, a calculator, and 20-30 minutes.
These are the notes:
As you can see, pretty complicated but I did manage to get a nice curve out of it.Code:max = 32768 p1.y --> 0.2^2 --> 0.04 * max = 1311 p2.y --> 0.4^2 --> 0.16 * max = 5243 p3.y --> 0.6^2 --> 0.36 * max = 11796 p4.y --> 0.8^2 --> 0.64 * max = 20972 interval = 6553.6 p1.x --> 0.2 * max = 6554 p2.x --> 0.4 * max = 13107 p3.x --> 0.6 * max = 19661 p4.x --> 0.8 * max = 26214
I think I could get a slightly more accurate curve by spacing the X values exponentially instead of linearly but that will require some more tinkering. I may just write a script to do this calculation quickly.
One major issue I had inputting the values is that there are constraints placed on the values that interfere with typing the numbers in. The solution I came up with to get around this was to set ALL x and y values to 0 and then input them backwards, from point 4 to point 1.
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This isn't true at all. It's nearly impossible in ReWASD to get a smooth exponential curve because of the points system. The response curves in the Xbox Accessories app have the same issue. With 8 points you may be able to get closer but having to place the points manually is a really bad solution to this problem and will cause irregularities in the input.Originally Posted by reWASDer View PostI believe that curves in Titanfall are almost the same thing that the presets you have in reWASD. Our presets are based on traditional behavior of Xbox controllers, while with Custom option, you can change it the way you want. With 8 dots, it will be much more precise
In Titanfall and Apex Legends you get a "Response Curve" slider which essentially just sets an exponent. So your input magnitude is equal to deflection^n, where n is the slider value. I believe the default value is around 2, which gives you a nice smooth curve. A value of 1 will be linear. Personally I've finely tuned this value to give me precision control at low deflection while maintaining a higher sensitivity at the extremes.
I believe this is pretty standard in modern FPS games, although most games will not allow you to modify the exponent value. This really is the missing piece of the puzzle for kbm emulation in ReWASD to be a viable option for games.
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Hello! We have released reWASD 5.5, and the issue with weird stick-to-mouse movements is solved. Please check the new version :satisfied: Hope to get any feedback from you.
The full changelog is here: https://forum.rewasd.com/forum/rewas...-and-many-more
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Hello,
The new version expecting to be released in August. But, this release will not contain additional dots for the curve as the release is already full of new features and improvement.
Stay tuned!
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Yeah, waiting for your mouse simulate fixed and the 8 point! Good luck!Originally Posted by reWASDer View PostI believe that curves in Titanfall are almost the same thing that the presets you have in reWASD. Our presets are based on traditional behavior of Xbox controllers, while with Custom option, you can change it the way you want. With 8 dots, it will be much more precise
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I believe that curves in Titanfall are almost the same thing that the presets you have in reWASD. Our presets are based on traditional behavior of Xbox controllers, while with Custom option, you can change it the way you want. With 8 dots, it will be much more precise
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8 points is Ok, and I think you can consider a power function curve adjusted by a parameter, like titan fall 2. Use a slider to adjust the curvature of the curve, it will be much more smoother. And 8 points can exist at the same time if someone want a different curve. Let people choose which one to use. Thanks!Originally Posted by reWASDer View PostYes, it sounds possible. Do you need more points for stick mapped to mouse?
What about 8 points? Will it be enough?
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Yes, it sounds possible. Do you need more points for stick mapped to mouse?
What about 8 points? Will it be enough?
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And Can you give us a more smooth custom curve instead of the 4 point line?Originally Posted by reWASDer View PostHey here guys!
Yep, the issue is confirmed. It is much harder to reproduce it than back in 4.1.1 but seems I see the steps.
We will try to fix it in the next version that is coming in the middle of summer. Stay tuned!
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Hey here guys!
Yep, the issue is confirmed. It is much harder to reproduce it than back in 4.1.1 but seems I see the steps.
We will try to fix it in the next version that is coming in the middle of summer. Stay tuned!
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Hello,
Thank you for your videos and detailed explanations! We will investigate the problem and back with updates.
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On this ventus vido we can to see Y-axis lock failure, i noticed the same problem with my config.Originally Posted by ventus View Post
Yes! It happens again and I made a video! Hope it can help you to solve it!
https://www.bilibili.com/video/BV1BZ4y1p7Wr/
Mouse movement sometimes locks when we pass the x or y axis.
In this situation, despite stick inclination, mouse movement can not pass through the axis, but it can move along the axis. To unlock the movement of the mouse, you have to stop stick inclination.
Mouse movement locks only when we choose Custom Response and we will change the curve.
If we change: vertical and horizontal axis range to zero. and will reduce dead zone, the effect can be appear more often.
Mouse movement locks usually appears during slow opposing movements with a small deflection of the stick.
To notice this issues, you need a little patience, because, for the most part of the time, the movement of mouse is good.
Times of the mouse movement locks on the x and y axis on the following example video:
01:08 - 01:17 X-axis lock failure
02:40 - 02:49 Y-axis lock failure
03:24 - 03:36 X-axis lock failure
04:02 - 04:16 X-axis lock failure
05:26 - 05:40 Y-axis lock failure
05:58 - 06:09 Y-axis lock failure
06:38 - 06:49 X-axis lock failure
06:59 - 07:10 Y-axis lock failure
MouseAxisLockFailure.rewasd
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