Deadzone, Antideadzone & Curve Manipulation

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Re: Deadzone, Antideadzone & Curve Manipulation

Postby JustyChaos » Sun Jan 17, 2021 12:28 pm

For some reason Options button hold doesn't work.

I can't see any setting that would disable it but for some reason;
press Options works
hold Options doesn't

I've came across this while using the script for Apex Legends. Recoil works great on it but you do need to use Options button hold a lot to switch between menus.
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Re: Deadzone, Antideadzone & Curve Manipulation

Postby Scarf » Sat May 08, 2021 12:37 pm

There's this weird static noise when using this script while headphones are plugged in the Xbox controller on my Series X. I noticed this some months ago and this problem didn't happen before that.

The static noise doesn't happen when I use other scripts. Any idea what could be causing this? Happens usually when I rotate both sticks at the same time and it's driving me nuts.
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Re: Deadzone, Antideadzone & Curve Manipulation

Postby EternalDahaka » Sat May 08, 2021 10:46 pm

Scarf wrote:There's this weird static noise when using this script while headphones are plugged in the Xbox controller on my Series X. I noticed this some months ago and this problem didn't happen before that. . .


That was an issue before implementing ME.'s optimizations. If the CPU load exceeds 100%, then headphone static and other issues can happen. Using one stick before that would fall under that, but using both sticks would have it jump well over 100%. With their fix, recent versions shouldn't get higher than ~2% on average.

If you're using an older version can you try downloading the most current one(v1.10) and look what the CPU load is in the device monitor tab when using both sticks?
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Re: Deadzone, Antideadzone & Curve Manipulation

Postby Scarf » Sun May 09, 2021 12:17 pm

EternalDahaka wrote:
Scarf wrote:There's this weird static noise when using this script while headphones are plugged in the Xbox controller on my Series X. I noticed this some months ago and this problem didn't happen before that. . .


That was an issue before implementing ME.'s optimizations. If the CPU load exceeds 100%, then headphone static and other issues can happen. Using one stick before that would fall under that, but using both sticks would have it jump well over 100%. With their fix, recent versions shouldn't get higher than ~2% on average.

If you're using an older version can you try downloading the most current one(v1.10) and look what the CPU load is in the device monitor tab when using both sticks?


I'm using the latest version (1.10). The CPU load hovers around the average (2%). Even if I use the default settings in your script, the static sound happens when rotating both sticks. Which is a shame since this is the script I use in almost all of the games I play.

I'm not sure if this a problem with Series X or something. Maybe it started to happen since the latest update, I'm not sure. As I said, the problem is pretty recent and it doesn't happen with other anti-deadzone scripts.

Btw, how do you counter deadzones in games like Resident Evil 7 or 8? I saw your recent videos of RE7/8 and oh boy do those games feel bad to play. Lets say a game has a square deadzone of 20% but how do you figure out the shape and size of the circle deadzone in games which use both deadzone shapes? This is something I have had problems trying to understand.

And if you happen to have Alien Isolation (or Game Pass), could you test that game? The aiming feels wonky. I think it uses both deadzone shapes.

EDIT: I found some older version of your script (v. 1.06) saved on my computer and it works without the static noise. But it's missing the two different altarnate buttons the latest version has. I would need that for Resident Evil 4 (knife aiming and gun aiming use two different buttons).

Oh, and huge thanks for the awesome script! It is the only way to get the Ultimate HD version of Resident Evil 4 feel like the GameCube version.
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Re: Deadzone, Antideadzone & Curve Manipulation

Postby EternalDahaka » Sun May 09, 2021 11:29 pm

Scarf wrote:I'm using the latest version (1.10). The CPU load hovers around the average (2%). Even if I use the default settings in your script, the static sound happens when rotating both sticks. Which is a shame since this is the script I use in almost all of the games I play.


Sorry, I don't normally play with headphones so I didn't think that issue could happen under 100%. It's definitely obnoxious in the current version. I had a 1.07 profile around that I checked and noticed static in, but it has gotten increasingly worse with the later versions.
Unfortunately the calculations are still being done with the default values, and both sticks being calculated at once was what made it spike to over 100% before ME.'s fix.

I've created a simplified script that removes some of the more advanced options, while keeping the 2 alternate sets and letting you disable either stick from applying the settings.
I've noticed some occasional static even with that, but pretty infrequent. I didn't notice any when disabling the left stick settings.
That script can be found just by searching "antideadzone". It just as "simple version" tacked on.

Thanks for bringing this up. I don't know if I can address it on the normal script, but I'll have a warning to defer to the simple version for that since it'll only get worse with future options. Tell me if that simple version works for you, and if not, I can trim it down a bit more.

Btw, how do you counter deadzones in games like Resident Evil 7 or 8? I saw your recent videos of RE7/8 and oh boy do those games feel bad to play. Lets say a game has a square deadzone of 20% but how do you figure out the shape and size of the circle deadzone in games which use both deadzone shapes? This is something I have had problems trying to understand.

Those games are rough. Hopefully 8 has a chance of being improved.

Finding more exact values is a little unintuitive. ~24% antiSquare and ~9% antiCircle are about accurate for those.
For the general size, I just move the stick as horizontally as possible until I see movement. So I'd get something like 31% for RE7/8. Testing the diagonal movement at a few vertical positions I'd find that it's ~24%.

The circular antideadzone is relative to the remaining range after the square deadzone, and I've set up the option to do the same. It would have been a bit more intuitive to have them add up, but I mimicked how it works in games, and Halo MCC options function that way too. You could use this equation to find the circle size or plug in circle values until it relatively matches:
totalDeadzone = square + circle(1 - square)
.3084 = .24 + (0.09)(1 - .24)

The graph values are also scaled like that so you could just use that to approximate.
https://www.desmos.com/calculator/k2j0kiefad

And if you happen to have Alien Isolation (or Game Pass), could you test that game? The aiming feels wonky. I think it uses both deadzone shapes.


I've tried to test it a few times, but the acceleration/diagonal movement is so slow so I've put it off because movement is difficult to see. I'll try to get around to it, but at least the PC version seems to be a circle last I tried. No idea if there's restricted diagonal movement or it just is just super subtle.

I would need that for Resident Evil 4 (knife aiming and gun aiming use two different buttons).

RE4 is actually the main reason I added the second set. :D But it's been useful for a handful of other titles.
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Re: Deadzone, Antideadzone & Curve Manipulation

Postby BoldRuler » Fri Jan 14, 2022 4:16 pm

This script is really neat. I like being able to add a little more aim acceleration to fine tune precise ranged aiming. However, when the degree value is changed under 1.00 it feels like sometimes there is a slow turn going on with the reticle speed from hard turning left or right. Is there a setting in the script to alleviate this?
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Re: Deadzone, Antideadzone & Curve Manipulation

Postby EternalDahaka » Sat Jan 15, 2022 3:36 am

BoldRuler wrote:However, when the degree value is changed under 1.00 it feels like sometimes there is a slow turn going on with the reticle speed from hard turning left or right. Is there a setting in the script to alleviate this?


This sounds like it could be that your stick is failing to hit full tilt left/right. You can check in the device monitor if the input values reach +/-100 or if they fall short. Lowering the degree value will slow down the curve and exaggerate how much it falls short. If there's an acceleration threshold threshold it can't trigger because of that it would be very noticeable.

If your stick does fall short, lower the outerDeadzoneIn below where you see the stick regularly hit at its max. For example, if you get readings like 96.00 instead of 100.00, you can set the outerDeadzoneIn to 0.95. With the outerDeadzoneOut at 1.00, that means when you move the stick 95% of the way, it outputs 100%. Find the specific outerDeadzoneIn value that fixes the slow turn.

If you ever notice slower turns happening diagonally, set uncapValues to TRUE. That can happen regularly when using the script in games with square/axial deadzones if the deadzone isn't countered.
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Re: Deadzone, Antideadzone & Curve Manipulation

Postby BoldRuler » Sat Jan 15, 2022 6:57 pm

Thank you for the reply. I'll check out those recommendations. I think setting the uncapValues to TRUE may do the trick.
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