ELDEN RING

ELDEN RING

View Stats:
dot May 26, 2022 @ 12:32pm
Is the dodge-sprint button delay issue solved?
Anyone knows if this has been addressed? The up to 1 s (just short of 1s) delay when you hit dodge with an xbox controller on pc until the animation actually starts and your hero does his thing. :earthplatypus:
< >
Showing 1-15 of 19 comments
The author of this thread has indicated that this post answers the original topic.
Enigma May 26, 2022 @ 12:58pm 
nope. Still the same
TuskSpin May 26, 2022 @ 1:00pm 
It will never be resolved unless the devs decide to bind the two actions to separate buttons. Not sure why they thought it was a good idea to bind the two most important, time sensitive, buttons together, but it's stupid.
dot May 26, 2022 @ 1:00pm 
Originally posted by Enigma:
nope. Still the same
thx
BEEP! May 26, 2022 @ 1:31pm 
There's a mod on the nexus that solves it along with more customization of controls but I think you need to be ofline to use it
Xelane May 26, 2022 @ 2:18pm 
It's not a delay. The dodge and run actions are bound to the same button, so the trigger for dodging is the RELEASE of the button, not the initial press. So you have to keep that in mind when you want to dodge.

I got into the habit of either pre-pressing the button so I'm able to release when needed or pressing and holding the button for a second at a time, because if you hold it for just over a half-second you start running and releasing the button no longer triggers a dodge.
Kyutaru May 26, 2022 @ 2:29pm 
The fix is to get your fingers off the button faster.
SleepyEyez May 26, 2022 @ 7:09pm 
Originally posted by Xelane:
It's not a delay. The dodge and run actions are bound to the same button, so the trigger for dodging is the RELEASE of the button, not the initial press. So you have to keep that in mind when you want to dodge.

I got into the habit of either pre-pressing the button so I'm able to release when needed or pressing and holding the button for a second at a time, because if you hold it for just over a half-second you start running and releasing the button no longer triggers a dodge.
What's your reference point for determining an objective delay (difference of two points of time)?

The algorithm is not simply dodge-on-release of a button, but an algorithm using two time points of button press and button release to determine the duration of time of the button has been HELD (let's call this duration H). A constant value C (second) that's defined by the devs is for comparing H with.

Exhaust the possibilities and the algorithm for a shared-button looks like this:
If H <= C and the button has been released, then perform dodge.

If H <= C and the button has not be released, then perform nothing.
If H > C and the button has not been released, then enable sprint.
(These two are why sprint does not happen on the moment of the button press, but happens after C sec.)

If H > C and the button has been released, then perform nothing.
(This is why some people say dodge doesn't "seem" to work, because they don't realize the button has been held for too long. As anyone can reproduce this to verify, the button has been released but there is no dodge; therefore it's partially incorrect to say dodge-on-release.)

Some use the moment of button release as a reference point and call this C a delay. Some use C as the reference point and say when time arrives at C, the logic has been resolved by the program (dodge/sprint/nothing) at that very moment, and there is no additional time in existence between C and when the logic resolves, so there is no delay. Some say C is too small for them to notice, so there is no delay. Thus, these different definitions of a delay lead to an endless online quarrel.

BTW, there is also another shared-button, used for interaction and quick-pouch/2-handing weapon. Because of the same algorithm, that's why sometimes picking up stuff doesn't happen and the command of switching to 2-handing doesn't get input-buffered/action-queued.
Sabaithal May 26, 2022 @ 7:12pm 
Even with remapped controls, there is still a considerable delay with sprint.

The best I've been able to do is make sprint toggle-able by single clicking the crouch button (double click toggles crouch now). It actually works better for sections requiring you to both jump and sprint, but unfortunately now I cannot dodge while sprinting. Thankfully toggling sprint off is much faster than toggling it on.
Last edited by Sabaithal; May 26, 2022 @ 7:12pm
<:) May 26, 2022 @ 7:16pm 
I use xbox controller on PC and don't have this issue at all. Tap dodge, release, press and hold. you're holding before the dodge even finishes as as soon as you're upright and moving directionally again, you sprint. If there is some delay between dodging anf sprinting it's your setup or button presses.
my butt is erect May 26, 2022 @ 9:47pm 
Run/roll (and original also jump) being the same button is absurdly stupid. It's the oldest issue plaguing these great games. It's actually pretty unbelievable how much this ♥♥♥♥♥ with comfortable controls and that it's still in their games.
Last edited by my butt is erect; May 26, 2022 @ 9:47pm
Ðurzo May 26, 2022 @ 10:39pm 
I have an xbox one series 2 controller and I've experienced no delays. My right bumper is just about broken though and I've tried to repair it many times. I have about 7 pieces of tape bridging the gap now...
Last edited by Ðurzo; May 26, 2022 @ 10:41pm
OblivionGT May 26, 2022 @ 11:14pm 
micro key might work
BEEP! May 28, 2022 @ 9:53am 
https://www.nexusmods.com/eldenring/mods/101?tab=posts

Try this me and my friends are using it and no ban what so ever it works great takes time getting use to but I enjoy this setup a whole lot more
Last edited by BEEP!; May 28, 2022 @ 9:54am
Mord May 31, 2022 @ 8:06pm 
or try my controller profile I made, it separates sprint and dodge, and lets you dodge asap from when you press circle
https://steamcommunity.com/sharedfiles/filedetails/?id=2774153746
Sabaithal Jun 1, 2022 @ 4:37am 
Originally posted by Pringle:
or try my controller profile I made, it separates sprint and dodge, and lets you dodge asap from when you press circle
https://steamcommunity.com/sharedfiles/filedetails/?id=2774153746
Strongly recommend this. Toggle sprint turns out to be much more useful once you get used to it, and has a much larger margin for error with narrow platforming sections.
< >
Showing 1-15 of 19 comments
Per page: 1530 50

Date Posted: May 26, 2022 @ 12:32pm
Posts: 19