Here's some additional settings that always apply regardless of what your primary mode is.
for normal, 1
for left-handed mode. Everything swaps between the left and right controllers, making the left controller for aiming and the right controller for walking. Simply swapping the controllers in your hand doesn't work well because of their detection relative to the base unit.
As a Sniper, when you zoom in with a scoped weapon, you use mouselook mode with these settings. "Heading" is your horizontal aim and "pitch" is your vertical aim. Usually these two values are kept the same. These will multiply how far you moved your right hand to how far your view moves. So a value of "2" will make your view move twice as far as your hand, and a value of "0.5" will make your view move half as far as your hand.
This a boolean value (1=enabled, 0=disabled). If set to 1, ratcheting will reposition both your horizontal and vertical aim. If set to 0, ratcheting will only reposition your horizontal aim, never locking your vertical aim (your "horizon" will always be locked to your hand's position). This is an option because there's more importance in turning horizontally than vertically. Note:
This affects both scoped-mode and mouselook-mode.
This is how far you have to push the control stick before it starts actually walking at minimum speed. Most controllers apply a deadzone to control sticks to reduce unwanted input from minor control stick "wobble" when it's in a neutral position, and to nullify minor nudges when keeping your finger ready on the control stick.
This multiplies and imbalances the distribution of walking speed, to create a speed curve. If the value is above 1, higher walking speeds will be a little more near the edges and if the value is below 1, you will experience higher walking speeds sooner than normal.
This is how far you have to pull a trigger button before they activate their corresponding action. In most games, when a trigger button is analog ("pressure sensitive"/many values of input) and the game doesn't use analog trigger functionality, the trigger is set to a relatively low sensitivity so very little pressing sends a button signal.
A tilt gesture is done by angling the controller itself without the need for a button press. This setting determines how far you must tilt it in a particular direction for the gesture to activate. In the default controls, the left controller's "jump" (tilt up), "crouch" (tilt down), "spray" (tilt right), and "reload" (rotate counterclockwise) are tilt gestures, with the default setting requiring you to tilt it 35 degrees in the needed direction.
A point gesture is similar to a tilt gesture, but is done using a button bound with "+sixense_left_point_gesture" or "+sixense_right_point_gesture". This setting determines how far you must tilt in a particular direction after pressing the button for the gesture to activate.
sixense_set_filter_params <near_range> <near_val> <far_range> <far_val>
If you have too much jitter or "shakiness" on the Hydra's aim, filtering
can be adjusted to smooth out motion. Increase filtering with caution, as it will also marginally increase latency on aim ("sluggish" behavior). "near_range
" and "far_range
" is the distance from the Hydra base to the controller, measured in millimeters
(you can get x/y/z measurements in the Sixense SDK and apply math to that, or use a tape measure physically). "near_val
" and "far_val
" are the percentage of filtering to apply. If you are closer than "near_range", exactly "near_val" filtering applies. As you progress further toward "far_range" it progressively scales up the filtering to "far_val". The Razer Hydra Configurator driver used "800 .93 1200 .98
": in that case, if you are 800mm or closer to the base, 93% filtering is applied to smooth out aim.Note:
"sixense_set_filter_params" is not saved between sessions. You will need to add it to autoexec.cfg