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/k2j0kiefadAnd 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.