SMITE 2

SMITE 2

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DaMu Nov 14, 2024 @ 10:17am
Input Mode: Auto is useless
I get the point of locking input modes, so that a connected controller doesn't interfere with a keyboard player, and vice versa. Those settings seem to work fine.

The problem is that Auto is broken.

The main point of Auto is that the game allows both types of inputs (gamepad and mouse) if a player chooses because the mouse can look and aim much better than an Xbox's right stick. The problem is that, when you use a gamepad and mouse at the same time, the game lags significantly trying to flicker the UI hints between keyboard and controller. The UI always fights to get on screen as soon as mouse movement is detected. This is improper. This is also a big problem for Steam Input remapping, such that when I map a Sony or Nintendo controller's gyro to the mouse, then the game is unplayable.

I know the Unreal engine is capable of input abstraction and flexible, but how it's used in Smite 2 is poorly implemented.

The solution: only change if keyboard press is detected. Otherwise, switch UI to gamepad if gamepad is detected.

Take the mouse out of the event listening trigger.
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Moegli Feb 13 @ 3:45pm 
I was looking for a poster on this. The new update actually causes crashes because of the flickering. MaximumGameObjects array out of bounds and causing fps stuttering when changing between UI for controller and kbm. I use gyro aiming through mouse emulation in conjunction with the right stick to give controller better ability to aim and to turn and juke but now completely unplayable
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Date Posted: Nov 14, 2024 @ 10:17am
Posts: 1