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In the meantime, I have determined the minimum (computing?) time required by the Steam Controller API to execute an RTrigger click at "Gyro to Mouse [Beta] @ 80% mouse sensitivity damping upon RTrigger click/press" before another action can be executed (e.g. adding an action layer) without these rotation jumps occurring.
Before November 20th: <200ms
Now: <500ms
To keep the mouse pointer/crosshair synchronized and stable after a trigger click, Steam now requires 2.5 times as much processing time as before.
After a RTrigger click at "Gyro to Mouse [Beta] @ 80% mouse sensitivity damping ", you now have to wait half a second before doing/triggering anything else or any substantial additionally action with the controller.
You should really take a close look at this. "Real time" code that takes half a second - that can't be right.
Best regards
That's my current working theory. It may be a quick fix so I'll get on it now.
As you suggest, the gyro feed simply seems to stop reporting intermittently, so the last known values get used, and it seems to drift for a second or two. I'll look into it further and have someone else take a look if I don't find an obvious issue.
I was also able to notice the phenomenon on "As Mouse", so it doesn't seem to be isolated to "Gyro to Mouse"
Question: do you know what firmware the 8Bitdo controller is set to?
The firmware on my 8BitDo is v1.06 (latest). It was like this already at the time when I didn't notice any "rotation jumps".
Best regards
I have played with it for about two hours and have not noticed any more rotation jumps.
As well as in "Gyro to Mouse [Beta], Yaw+Roll", "Gyro to Stick Camera [Beta], Yaw+Roll" and "Gyro to Stick [legacy default], Yaw+Roll"
"Gyro to Mouse [Beta], Yaw+Roll" also seemed to be tighter again. It was great fun again.
Even under action-packed conditions, with changing action sets and layers as well as switching the mouse damping on holding the trigger (while holding it), I didn't notice any more jumps.
This also applies to changing the action sets on the fly from "Gyro to Mouse [Beta]" to "Gyro to Stick Camera [Beta]" or "Gyro to Stick [legacy default]" - I could no longer detect any offset of the crosshair or the viewing direction. Just perfect.
What still occurs sporadically - only per some steam sessions (persistent, during a steam session the behavior does not change): "Gyro to Stick [legacy default], Yaw+Roll" and "Gyro to Stick Camera [Beta], Yaw+Roll" then do not behave as parameterized.
"Gyro to Stick [legacy default]" is then much faster than usual and set and almost uncontrollably floating around.
"Gyro to Stick Camera [Beta]" then behaves rather the other way round and the direction of view/crosshair can hardly be moved, very sluggish and slow. Only upon large gyro deflections it does unwillingly move a few pixels.
"Gyro to Mouse [Beta]" basically works in such sessions - subtly less direct and tightly controllable but still OK.
Many thanks for the update and the significant improvements - great job!
Best regards
However, I was not aware that we fixed the 8Bitdo's occasional drifting. I'm surprised to hear this. Please let me know if you notice the intermittent, long drifts happen, since I've seen it happen myself!