Joystick sensitivity curve2/25/2022 To some degree it is possible to achieve similar results just using the custom output curve setting than using dead-zone, sensitivity and max zone settings together to tweak the output curve of an analog axis. In practice bezier curve supports both easein and easeout curves (or both at the same time). The custom option uses bezier curve to tweak the output curve. ![]() Quadratic: Slow easein curve (easein quadratic).Ĭubic: Very slow easein curve (easein cubic).Įaseout quad: Fast in, but the curve gets slower towards the end of the curve.Įaseout cubic: Very fast in, but slow easeout.Ĭustom: User customized output curve (a graphical web app to draw the curve) The custom output curve option lets you to tweak the curve to feel better.ĭS4Windows supports following output curve options: Linear: The normal default output curve.Įnhanced Precision: Slower output curve in the beginning, but gets faster towards the end of the curve. Predefined enhanced precision output curve works well when a stick is used as a mouse.Ĭustom output curve is useful when you need, for example, more accurate aiming precision in a game and the default linear curve is too fast in the beginning of the curve. This is especially useful if LS/RS stick is used to emulate a mouse because the normal linear output curve doesn't give a "mouse like feeling" or precision. You can assign an output curve to LS/RS/L2/R2/SA axies when the normal linear curve doesn't work well in some use cases. The value used denotes the number of degrees used to adjust the My thumbs shift slightly to the right when moving an analog stick fully northĭue to the way my hands grip the DS4. For example, your thumb might be slightly shifted from center when theĪnalog stick is moved fully north. The rotation setting is meant to help correct the orientation of an analog stick if your thumb is slightly It can also be useful when mapping an analog stick to Mouse Controls and you want to have a different LS: 1.00Īllows scaling the vertical output (Y axis) of the analog stick compared to the value of the X axis. Output allows throttling the final output value of the analog stick. In some situations, it might be useful to limit the maximum value that is output by the output analog stick. Required to reach the maximum axis value. This setting can also help if you would like to reduce the amount of travel This setting mainly helps with older controllers as an axis might not be able to reach its maximum output valueĪs an axis gets worn out with use. LS: 0.25Ī maxzone denotes how far an axis will have to travel before the maximum output value will be generated. In DS4Windows along with the game's assigned axis deadzone. ![]() With no anti-deadzone assigned, an axis would have to move past the assigned deadzone For example, the typical assigned deadzone for XInput LS in a video game This is mainly meant to help with mapping an axis to the assigned deadzone value used for an axis in a video game. LS: 0.09Īn anti-deadzone acts as an offset for use with an axis to denote the minimum output value generated afterĪn axis has left its assigned deadzone. Some controllers may require bigger deadzone than others because of hardware differences. A digital button is either on or off, so having a deadzone in LS/RS analog axis makes sure that an analog axis drifting is not constantly converted as digital button event. This is especially important if you re-map an analog LS or RS axis to digital buttons (for example D-pad buttons). Having a deadzone in place will better ensure that there is no accidental output value generatedīy having your finger at rest on an analog stick or trigger and no accidental output value is generatedįrom an axis that does not return to the absolute resting position. ![]() Controller: xbox360 or DualShock4Ī deadzone represents the region of an axis that should be considered as having zero output. If a game supports DS4 gamepad then you can alternatively set the output device type as dualshock4. #Joystick sensitivity curve windows#The default type of the virtual output gamepad device is xbox360 controller, because most games on Windows support this xinput device. Profile can set the type of virtual output device using "Controller" option. Games would see button and analog axis movements through this virtual output gamepad device. #Joystick sensitivity curve plus#DS4Windows application can read input from an official Sony DS4 gamepad controllers plus from several 3rd party DS4 compatible gamepads, run through inputs via re-mapping and macro rules defined in a profile and then output the result to a virtual gamepad controller device (or into keyboard and mouse event queues if those options are used in re-mapping rules).
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