Steam Controller

Steam Controller

Joystick mouse behaving like actual mouse?..
I'm new to this controller customization thing. I've only had it for a couple of days...

I am currently playing around with Bioshock Remastered, trying out controller settings.

I noticed that "mouse" is a good setting for the right pad, because the input values add up to the distance of a movement, so the time and rate don't influence the amount, like with a real mouse (unless with acceleration...). However, Bioshock doesn't seem to recognize mouse input while a controller is active :/

So I am left with joystick mouse, but it's really ugly. My guess is that the input value per time is capped, expecting an actual joystick that can only be pushed to a fixed extent. As a result, the faster you move your thumb over the same distance, the more input gets eaten by the cap and the lower the angle you actually turn, which feels random and unpredictable, and is kind of a deal breaker...

I am wondering, if this is a software-sided problem or if the cap is basically hardcoded and will appear in every game. Is there anything you can do about it? Can I use the controller as a kind of virtual keyboard+mouse that doesn't even get recognized by games, if that's the only way?
< >
Showing 1-12 of 12 comments
Vepar Aug 10, 2018 @ 4:26am 
Mouse like joystick is analog movement translated to mouse, while mouse is 1:1 normal mouse movement. As such, you can only adjust the sensitivity in game. If the game has analog sensitivity controls, bump them up to max, sometimes it helps.

Other tham that and some other mouse hoystick options in steam configuration, it'll always be not so great. Becausr that's emulazing an analog stick and analog sticks send input very differently than mouse does.
So, that means virtual mouse+keyboard all the way. That's a lot of customizing... I better get familiar with those reusable layers and stuff. And then I will get a certificate as Steam Controller Customization Engineer (Basics).
Vepar Aug 10, 2018 @ 5:26am 
Originally posted by Weapon of Mass Distraction:
So, that means virtual mouse+keyboard all the way. That's a lot of customizing... I better get familiar with those reusable layers and stuff. And then I will get a certificate as Steam Controller Customization Engineer (Basics).

If you want to do it from scratch, pick a WASD+mouse template, it already has most of what you'll need mapped to the controller. Other than that, you can check community configs, maybe someone already made one.

And well, ask devs not to disable mouse and keyboard when a controller is recognized. It makes zero sense and leads to problems like this one.

You can also try googling a bit, maybe there's a trick to enable mouse and controller at the same time but i doubt it.

Usually mosue joystick is good enough for stuff like this, go to the advanced options and enable edge spin, plus adjust some deadzone settings and such, you'll have a better experience.

You can also pair it with the gyro for more control, and it won't feel as sluggish anymore.
Aug 10, 2018 @ 6:30am 
I have been playing Lara Croft with KB&M setting despite it has XInput full support. Just got creative and like it even better that way.

If from scratch I usually start from Gamepad template because it's clean and has no signs to edit etc, even for KB&M input. Over time you may find that you have some preferences for some genres, so make and save your own templates if you feel like you're doing too much over and over. As for me, I always start from fresh and make every single binding cuz I like the process, quite meditative :) But I'm not playing much new games lately tho.

Joystick mouse behaves like joystick is driven by another algo that tries to emulate mouse which it actually does. So, it's different and sometimes hard to config. Same goes for Dpad WASD analog emulation option that tries to act like a joystick, for some game engines it works great while others makes it clunky no matter what values you try.
Vepar Aug 10, 2018 @ 6:54am 
Yeah, sonetimes no matter what you do the control will feel clunky. That's why you have multiple input methods and sertings to choose from. If one feels horrible, others might not.

And in the end, it's the developers fault for limiting our choices by forcefully removing kb/m input if a cobtroller is present.

God forbid we have a choice. ¯\_(ツ)_/ ¯
Yes, it's kinda fun experimenting with the tons of options there are. I'm doing it from scratch, too. Right now I'm trying to figure out the best way to have multiple radial or touch menus that you can toggle between. I think the obvious approach would be action layers that each have their own menu, but, unlike with action sets, there is no command for cycling between layers, only for enabling and disabling. So... I'd have to work around this by also overriding buttons for disabling and enabling a specific layer in each layer, which requires a set number of layers and makes for an ugly template :(
MartyWF Aug 10, 2018 @ 7:27am 
On your default caction set, set up a trackpad as radial menu, set it up with action layers that switch between action layers..that will free up keys for you...
shadowboy813 Aug 10, 2018 @ 4:10pm 
The reason why moving faster results in less movement in BioShock (think of it as negative acceleration) is because the game filters input. Basically the actual output it sends to the game is a running average of a few individual inputs. It makes fast flicks of the stick gradually accelerate so that the input is "smooth." A byproduct of this is that when Steam tries to send joystick inputs to emulate mouse-like behavior, they get smoothed out and you get negative acceleration. This isn't just a BioShock thing. This happens in nearly every Unreal engine game.

Try playing Doom 2016 and play it with joystick smoothing on or off and you'll see exactly what I'm talking about.
Originally posted by MartyWF:
On your default caction set, set up a trackpad as radial menu, set it up with action layers that switch between action layers..that will free up keys for you...
When I do that, a click in the first menu also immediately triggers a click in the next :/
Also not sure how I would cleanly and reliably have a submenu remove itself after use.
MartyWF Aug 11, 2018 @ 10:18am 
Default Action Layer has a touchpad with a radial menu #1
It Has Other Action Layers to Launch
Action Layer # 2 Launches from from action layer #1 radial menu regular press,and also at the same time Action Layer #1 removes action layer #1 with the an identical regular press
Using Activators...Both on the same radial menu #1 key press
Also set Touchpad release/ modeshift end to these radial menu's so the keypad presses do not carry over from one to other action layers.


Sorry for rambling rant...I'm sleepy right now...
Last edited by MartyWF; Aug 11, 2018 @ 12:13pm
MartyWF Aug 11, 2018 @ 12:10pm 
Here's my personal Bioshock Remastered config:

steam://controllerconfig/409710/1475184637

Just load it into your search engine search box and press enter it should call it up..
Note: I use trackball with no friction for this config (coarse movement) for fine aiming use the Jmouse or actionset layers fine or coarse on the left trigger....

MartyWF
Last edited by MartyWF; Aug 12, 2018 @ 5:48am
Will do, thanks!
< >
Showing 1-12 of 12 comments
Per page: 1530 50

Date Posted: Aug 10, 2018 @ 3:37am
Posts: 12