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1. Where did they get the number 6545 pixels for the full 360° rotation? I understand the Flick Stick setting uses the same number, but where did it come from?
2. If you take the default pixel setting of 6545px and the default sensitivity of 2.5x, you get 16,362.5px. If you double the pixel setting to 13090px and cut in half the sensitivity to 1.25x, you get the same output. So what's the difference between a high pixel and low sensitivity setting and a low pixel high sensitivity setting? This also leads me to question 3:
3. Deadzone and Precision are based on degrees per second. at 6545px, 1° = roughly 18.18px/s. If I go with the double pixel and half sensitivity setting, does that mean my degrees per second also doubles since 1° of 13090px is 36.36px/s?
I've been messing with the settings trying to find something that's smooth, accurate, and responsive, but these setting descriptions are either inadequate or I'm quite dumb. Or both. I want to get the best possible feeling for my gaming so in the back of my mind I don't worry that I have bad settings or that they could be better. I can't seem to find any answers via Google. Hopefully in the future they add better descriptions and better explain how the settings interact with each other, and maybe have a little looping video that demonstrates the effect of each setting on gameplay.
I'm pretty sure that the idea is to set the pixels to be equivalent to a full 360 at 1x, which is why I'm talking about calibrating that above. What this means is if you use 4x sensitivity in game A and get used to this, when you finish properly setting up game B in terms of 360 pixels a 4x sensitivity in game B should feel exactly the same in terms of muscle memory.
Perhaps one day there'll be some sort of interactive calibration tool where instead of dealing with these settings and numbers, you can just follow whatever the tool says to do. Example, "swipe right, swipe left, hold still, hit the targets". Then from there you could adjust the settings. I want gyro aiming with controllers to be as interwoven as how thumbsticks are, but when people who have never used gyro before see these settings... it's daunting. Hopefully that changes(and we get some better explanations of these settings)!
However, I compressed said guide to make it easier to understand, so I'll copy-paste it here. But I am currently working on a video that specifically focused on Angle Calibration, but I think FlickStick Videos beat me to it.
https://youtu.be/DP6JXpK1p24?t=83
Annnyway: If you want the easiest way to do Steam Input's Angle Calibration across all current and future Input Styles: use Mouse Sensitivity Calculator [www.mouse-sensitivity.com] and then take the 360° Distance and put it to the Angle Calibration.
Using Ultrakill as an example, here's a quick instructions:
On Mouse Sensitivity Calculator:
1. Set the Units to Counts
2. Use 6545px (Steam Input's default px as a DPI). If you want to match your physical mouse's DPI: you can go with that instead.
3. Set the Location to either in-game or Config files (I highly recommend the Default Sensitivity whenever possible), then; take the in-game or config file's sensitivity number.
4. The 360 distance should be 1440 counts .
If you went with Wolfenstein II: The New Colossus: it'll be 5382 .7751 as their default is 13, but just take 5382 and ignore 7751.
---
then on Steam Input Controller Layout:
1. Go to an supported Input Style's Settings (⚙️ Icon)
2. Head over to Angle Calibration and set the "[Input Styles] Angles Per Pixels (Pixels Per 360° )" to the 1440px.
3. Your Input Style will be able to do a near flawless 360 turn and have a more consistent/smoother gyro across all Controller Types.
Please note that this will be heavily dependent on how the game implements its Mouse Input. There might be cases where you'll have to be more involved.
This also doesn't work on Steam Input API-supported games with an Mouse-like Camera action as it's built-in to the configurator ...however, it's a lot easier to calibrate it manually there compared to SteamInput's Virtual Mouse Input.
While it will not work for all games, for the ones it does work with you can calibrate it in about 30 seconds without much fuss.
While gyro doesnt technically need the pixels per 360 value like flickstick, having those modes share the setting is super convenient. Once flickstick is dialed in, you can very rapidly dial in your preferred "real world" gyro sensitivity (ie if you turn the controller physically 1 degree, how many degrees does it turn in game? The answer is your real world sensitivity). Instead of having to fuss with some inscrutable "%" based sensitivity slider to get it to feel right, can just plop "1" or "2" or whatever into the new sensitivity multiplier and be done with it.
I saw that website when I was googling why the default was 6545px and saw that it would help calibrate flick stick to be a perfect 360° if you hit any direction 4 times after using that site to help calibrate. I also saw that dude's video posted a few times and it really didn't answer any of the specific questions I had. I appreciate the effort but so far nothing has spelled out exactly what the new settings are or how they interact with each other.
Basically: it's a trick.
The website we're using doesn't provide option to switch from a DPI to px. So, we're gonna treat Degree Per Pixel number (the default is 6545px) as if it's a Mouse DPI...given SteamInput's "Mouse" is a Virtual Mouse and all.
Using 6545px as the "default" DPI also happens to be the best way to crowdsource to the community. All I need to ask you is to set the in-game sensitivity to it's default and that's it, I mean: community configs has asked you to change some settings in-game before .
Let's say: you wanna play Ultrakill with Flick Stick or Gyro (when the New Gyro settings gets migrated to "As Mouse") and you'll need to go out of your way to calibrate your settings...but instead manual labor: I could just ask you to set the value to "1440px" (according to the calculator: Ultrakill's 360° Distance is 1440 counts) and you can now get a more consistent gyro/flick stick experience, it could even mirror your physical mouse input.
but you don't need to do that, if you wanna match it to your own personal mouse sensitivity (with your own Mouse's DPI), you can use that as a basis instead.
btw: "Gyro ° Sensitivity", is an equivalent to Fortnite Gyro's Acceleration (coincidentally: 2x is the default there), or in JoyShockMapper's terms: " GYRO_SENS [github.com]". They're basically the REAL sensitivity slider after you setup the Pixels Per Degree or Real World Calibration, Fortnite doesn't need any of those since it's already preconfigured. :P
If you have played Fortnite's Gyro Settings or JoyShockMapper configs before, all of the settings introduced, aside of Angle Calibration, will be very much familiar to you.
Actually, the New Gyro setting is very much based on Fortnite Gyro/JoyShockMapper.
First, I want to say thank you for taking the time to type that all out and explain that to me. I really appreciate it. I sorta feel bad hijacking this person's thread heh. So unfortunately I never used JoyShockMapper, reWASD, or even played Fortnite, so those are huge blind spots for me. I used GloSC(now called GlosSI) and DS4Windows to get my out of Steam games to work with the Steam Controller. I'm aware of JibSmart's whole Flick Stick contribution to the controller gaming community and I truly believe that with gyro will bring the gap between console and PC competitive gaming. I just haven't tried it yet. I'm attempting to master gyro and all these settings first.
So 6545px is in other words a DPI of 6545 in a way that my g603 mouse is defaulted at 800dpi? Thanks to you, I'm understanding the intent more. To create a uniform setting so sensitivity feels the same between games, thus no disrupting muscle memory.
Does the new Gyro Sensitivity setting also act as Acceleration in the way Fortnite's does? Or is that simply just the name Fortnite chose to go with? Because unless I'm mistaken, Acceleration is way different than just upping the sensitivity.
Last question: If I set the Angles to Pixels to say 10000px at 2x sensitivity, which would feel identical to 5000px at 4x sensitivity, what's the difference between using either of those settings if they both feel the same in-game? My theory, which I have yet to test, is that the high px setting directly affects the Dead Zone and Precision setting.
Practically speaking, they should be the same, though there might be slight differences if you observe closely. The dead zone and precision settings are affected by the gyro's movements, not the px/360. Deadzone straight up filters inputs below a certain speed. Precision is more of a reverse acceleration; it doesn't increase sensitivity with speed, it decreases sensitivity when below the set threshold (iirc the sensitivity is reduced up to half).
The calibration value will differ from game to game but should be the same for everyone, and you can use the methods mentioned previously to find it. Once set you can more easily replicate your preferred sensitivity across games.
The Dead Zone and Precision settings are expressed in real world rotation speed and should not be affected by any other values.
Thank you for the explanation! I was wondering about that because the Dead Zone and Precision setting are based on angles per second which I guess it always the same regardless of the px settings. I just did a test in TF2 and felt no difference as well.
Oh wow, to finally have an origin for that number, thank you! And so with games outside of the Source engine and Quake-type games you'd wanna use that website to calculate the angles as pixels setting in order to get a perfect 360° setting for that specific game's default settings. In the case of Turbo Overkill, the default sensitivity settings is very high, so I could see the website calling for a lower px setting.
Yeah, I figured with the angles per second measurement it was uses that the measurement might be a bit different at a lower px setting since your cursor already moves slower therefore you'd be less likely to need a dead zone setting vs a higher px setting where you'd have more "jitters" from just holding the controller. So those two settings are as their most effective when using high sensitivity gyro settings, which I do. I play pretty gyro heavy only using the trackpad to make quick sweeping turns. For example, turning my controller physically 45° gives me a near perfect 360° in game. Thank you for your help as well btw!
Personally, I've found the deadzone setting to be obstructive for aiming, but it's good for cursor control in desktop environments and traditional pc games. You are right that these settings shine the best at high sensitivities, and I've found the sweet spot for the precision zone to be around 0.04 deg/s.
Basically, I don't really like the deadzone because it filters out gyro's strength of having effortless micro-movements, but precision zone is a good compromise to compensate for jitters and gyro's weakness at flicking.
others has gave their answer, but I can answer this specific one.
while descriptions between Fortnite [cdn.discordapp.com] and SteamInput's New Gyro [media.discordapp.net] are different: they both operate the same way.
Basically: it multiply your controller IMU's camera from a 1:1 360 degree (if set to 1x) turn into a 160 (or lower) degree turn without affecting the overall Pixels Per Degree (given that's also shared with Flick Stick input style), unlike the old Acceleration option that gives you "Low, Medium and High".
Although: the actual Acceleration option is still there, it's turned into "Joystick Curve" and it's very much unfinished.