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*We recently moved to reading hardware sensor time stamps for higher accuracy in non Valve made controllers. These time stamps can occasionally spike, but the new mode takes this into account, whereas the previous mode does not.
Yeah, sorry, what I meant was that I'm using the new "Gyro to Mouse" and it also occurs in the old "Gyro as Mouse" mode and also in at least one of the "Gyro to Joystick" modes.
I'm using a GameSir T4 Kaleid, which is wired. I'm using the gamepad in "DInput" (not DirectInput, it's basically Playstation DualShock 4) mode. I tried in Nintendo Switch mode as well. I also tried at 250hz, 500hz, and 1000hz polling rates (the polling rate is switchable in the GameSir T4k app).
Edit: I downloaded today's update (the one with the patch note that mentions gyro anti-drift being applied to some controllers when it shouldn't be), but the problem still occurs as before the patch. I don't know if that fix was intended for this problem or not, but I haven't seen any huge spikes in the calibration menu. I did see a 0.3 or 0.4 on the Roll axis at one point though. I'll update if I see a large spike.
Edit 2: Also, the flicking occurs even when the gyro deadzone is set to the maximum value of 1 degree, despite me not seeing anything near 1 degree for the axis values in the calibration menu while staring at it for a few minutes.
Edit 3: I noticed that pressing my trigger or shoulder buttons (three of which are bound to Left or Right Mouse Click) while moving the gamepad will sometimes cause the cursor to jump a huge amount (up to almost the entire screen). This is different than the issue I posted about originally and occurs regardless of whether or not Trigger Dampening is enabled. I'm not sure, but it seems like the gyro movement might be paused while the click is sent, then resumes, giving the appearance of a jump. This doesn't seem to happen when I bind one of those buttons to a keyboard key like 'H' or when the button is unbound. Finally, tapping the right trigger (bound to Left Mouse Click on Soft Pull) seems to make the gyro input stutter/lag vs. pressing the right shoulder button (also bound to Left Mouse Click).
I couldn't find one in our closet, so I'll put one on order and see if i can reproduce the issue.
That last part makes me suspect it might be an issue with the game's implementation, though I could be wrong!
Some games tend to have issues when swapping back and forth between Keyboard + Mouse and Controller mode, which is a bit beyond what Steam Input can fix as it depends on a developer's implementation.
You could try binding your controller exclusively to Keyboard and mouse binds instead of to a console controller - this will stop the game flicking back and forth between KB+M and Controller modes. This has obvious drawbacks (no analog movement, wrong controller glyphs), but could at least tell us if the issue is with the controller itself as opposed to the game.
[Edit] I apologize. You said Kovaaks.
Yeah, all of the inputs that are bound on my gamepad are bound to Keyboard/Mouse actions. Everything else is unbound. I appreciate you following up and continuing to look into this (and going as far as to order the gamepad is fantastic - thanks)!
Also, in case I didn't make it clear in my last edit on my previous post, Left Mouse Click on the right shoulder button can cause the cursor to jump during movement via the gyro, but Left Mouse Click on the right trigger can cause the cursor to stutter/freeze AND jump during gyro movement. If it matters, both are always bound to Left Mouse Click.
1. Using the new "Gyro to mouse" mode
2. Gyro for the most part feels silky smooth.
3. At very sporadic intervals the mouse cursor/crosshair will jump or skip in some direction.
4. The distance it jumps is fairly low generally, but it seems to vary.
5. For me, it seems to happen when I'm inputting a direction on my left joystick.
6. If I don't input any other buttons and just swing my mouse cursor/crosshair around using gyro, it doesn't seem to jump.
7. I experience it both in the beta and stable builds of Steam.
8. I've been using Counter Strike 2 for testing, but it happens in every game I've tried.
9. If I disable Steam Input and use reWASD, the gyro works fine and there is no skipping or jumping. However, I much prefer using Steam Input as the gyro generally feels way smoother and more responsive than reWASD's implementation, so I hope there's a fix in the future.
And some details on the controllers I've used:
10. I'm using third party Joy-Cons that I picked up about a week ago. They are similar to Nyxi or Binbok ones that were popping up in the last year or so, but the ones I have are just a generic brand off Amazon.
11. After I noticed this jumping/skipping issue with the Joy-Cons, I pulled out my Dualsense to test with that and it worked fine with no issues.
Anyway, I hope this info helps you track down the issue. Playing with the split Joy-Cons feels SO good (only needing to move your right hand to aim instead of using both hands to move a whole controller is seriously a game changer), so I hope this can be resolved. Big thanks in advance for your efforts.
Hey, sorry to hear that you had to do so much work to achieve this, but I'm looking forward to trying out the fix. Thanks for your efforts!
Edit: Also, glad to hear my gamepad doesn't need to be replaced haha
Well, next time Gabe asks me who should get a raise, you're at the top of the list. I mean, he's yet to ask - but if he does - I got you.
Also, if the patch note, "Fix: Gyro Joystick mode: Core gyro quaternion is updated even when the app requesting it is not focused." was the fix you mentioned, I'm still experiencing the exact same issue 😬.
Just out of interest - have you overclocked your gyro polling rate? I've not yet done any work to support that, but it's on my list.
I personally haven't overclocked polling rate (not sure how to do that) and don't use any layers.
Dualsense works fine, so since the Dualshock 4 also works it seems like it must just be a problem with third party controllers. Since my controller is different from OPs but we're experiencing what seems like very similar behavior I'm hoping that might make it easier to track down and if there's a fix for one controller it might work for others.
No worries at all. The T4 Kaleid's software supports 250hz/500hz/1000hz and I run mine at 1000hz. I've tried at all report rates, but that was before the "core gyro quaternion" patch.