PS4 Aim Problem
Hi guys,
I ve just buy EverSpace but i have a bad feeling about this...
What's wrong with aiming on PS4?? It's simply impossible to adjust properly aiming, the game is unplayable!
When i slowly move the right stick to aim a target, i can't move in diagonal, only up/down or left/right but not together. It's just impossible to have a good play and the feeling is horrible!!
I play on c configuration whatever sensitivity i choose it's the same problem. My controller is ok.
Just play your game on ps4 to see what i mean
Fix it PLZ
I ve just buy EverSpace but i have a bad feeling about this...
What's wrong with aiming on PS4?? It's simply impossible to adjust properly aiming, the game is unplayable!
When i slowly move the right stick to aim a target, i can't move in diagonal, only up/down or left/right but not together. It's just impossible to have a good play and the feeling is horrible!!
I play on c configuration whatever sensitivity i choose it's the same problem. My controller is ok.
Just play your game on ps4 to see what i mean
Fix it PLZ
0
Comments
I tested it, and I think I know what you mean. It's the first time this is reported, noone ever seemed to have noticed / bothered, though (including myself, I once finsihed the game on PS4 on my first run on normal without a single perk upgraded). The controls are the same across all platforms, so I don't think we plan on changing them after such a long time since the game's released (players are used to it).
However, there is an option on PC where you can toggle off some "Input Smoothing" (filtering) we're doing and this seems to fix the problem. Now, this option only exists on PC currently (it was basically added for HOTAS players). I can't promise that there will be another update on PS4, but I guess If we do another one, it would be easy enough to also include this option.
In your game dead zone up down is about 10, left right=10 and diagonal is 20...
When we slowly curve the right stick in diagonal, the crosshair doesn't go in diagonal but up/down or right/left befor you cross the diagonal dead zone. It 's killing all feeling about aiming
Hey guys!! Nobody do this -BEEP- since Golden Eye on Nintendo64!!
Thank you for answers.
1. Obtain the X and Y axis raw signed floating-point input (e.g. subtract the midpoint if necessary, convert to floats).
2. Calculate the length of the vector obtained in step 1.
3. Compare the length with the deadzone value, exit returning zeroes if less than (will also prevent a possible divide-by-zero later).
4. Normalize the vector from step 1 by dividing it by the length value
5. Subtract the deadzone from the length.
6. (optional) Clamp the new length at a value of ([max. output amplitude]-[deadzone])
7. Apply the amplification function to the final length value (a square one, e.g. (L/([max. output amplitude]-[deadzone]))^2, is already pretty neat).
8. Multiply the unit direction vector from step 4 by the amplified knob offset from step 7, return the resulting X and Y values.
> (Quote)
> I wouldn't be that critical, though, again, I never tried ES on a gamepad....
But yes, I would be critical because it's impossible to do precision aim via controller and these calibration settings should be accessable nowadays in every game...
The calibration is simply a basic transfer function that defines zeroes and ranges, there is absolutely no reason to implement it in-game as there is either a service function in a console or in an OS that does it, or, like on X-BOX controllers, it is just done by the hardware itself automatically. And there is not such a thing as a calibration that suits you or not, as it can only be right (zero on a centered stick, max value at where the stick reaches limiter) or wrong (misplaced zero or incorrect max values).