![]() ![]() Have really played with Steam Input so I cannot remember how it handles theĬase when both are considered active at the same time. Would be active for the small adjustments. (or Right Touchpad) would be used for larger sweeps and then Gyro Mouse Normal to make sure the two should not interfere with each other.įor your case, it seems more like you want the Steam Input case where RS Some cases, I might set RS to mouse but using a higher RS dead zone than For my use, I would primarily use Gyro Mouse with RS disabled. Have the priority changed (RS mouse active unless Gyro triggers areĪctive). It doesn't sound like overlap is desired. I mean change the DS4Windows code to allow the event handler to perform that action. With the Steam Controller, I tend to rely on Right Touchpad only for Mouse controls I almost never use the Gyro in the Steam Controller.Īlso, "It would be possible to change DS4Windows to allow something like that", are you talking about on my end or on the development end here? Personally, I find switching between the two inputs to be too slow and would prefer to rely on either Gyro Mouse or RS Mouse. ![]() It has been a long time since I have really played with Steam Input so I cannot remember how it handles the case when both are considered active at the same time. In some cases, I might set RS to mouse but using a higher RS dead zone than normal to make sure the two should not interfere with each other.įor your case, it seems more like you want the Steam Input case where RS (or Right Touchpad) would be used for larger sweeps and then Gyro Mouse would be active for the small adjustments. It really seems like you want to have the priority changed (RS mouse active unless Gyro triggers are active). You talking about on my end or on the development end here? … Would be possible to change DS4Windows to allow something like that", are To go but for most people I think overlapping them makes sense. I think having an option for it (if that's even possible) is the best route Too early and then my gyro inputs are ignored if it hasn't reached the When I let it centre itself it will take longer. Wall is closer I have to push the right stick close to max which means that To the centre already, it doesn't take long to get to the middle). Slowly and this problem of no overlap doesn't get in the way as much and IĬan let the stick centre itself then aim with gyro (seeing as its so close When the wall is far away from me I have to turn very To no adjustment to where you're aiming which is important when the time to That if a target is in an unexpected spot then you only have to do little Wall as you expose yourself further and further. To do it slowly in most cases so you're keeping your crosshair close to the When you turn corners in valorant, you want When I play valorant I use the stick to turn corners and then use gyro toįlick and control recoil etc. ![]() Reply to this email directly, view it on GitHub You are receiving this because you authored the thread. But again, that behavior seems like a bad idea. You could test the outputīehavior that way. Sendinput to override the output handler. Have to launch DS4Windows from the command line with the arguments -virtualkbm You can have both work at the same time when using SendInput. Only the RS Mouse event would be sent to the system. In that case, if both RS and Gyro Mouse were active then Handler does not send any events to the system until after finishing the Only stores the latest request for the Relative Mouse event and that Using the FakerInput virtual KB+M driver. More an oversight but going off the other issue. ![]()
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