![]() Additionally, the deadzone shape can warp these values(even if normalized relative to itself) so acceleration isn't consistent with stick movements on various angles( Halo). Poorly implemented acceleration can mean diagonal/cardinal acceleration can be different at the same stick movements or diagonal acceleration can be slower or faster, and/or by having a sharp jump in acceleration after a certain threshold of stick movement. There have been a myriad of ways games have flubbed acceleration. Losing diagonal movement can make aiming feel extremely clunky and the incorrect diagonals make aiming less predictable. If you want to make subtle angles with the cursor, you'll have to make drastic angles with the stick to break into the regions that allow diagonal movement. While it's important to note that in most cases no diagonal movement is technically lost, having the diagonal movement shifted still makes all the diagonal movement wrong. Games like DOOM2016 will restrict diagonal movement by angle, Skyrim by whatever it's doing, Bioshock Infinite carrying the square issue while using a circular deadzone and Red Dead Redemption combines both the side effects of a square and intentional angle restricting. I've mentioned square deadzones can restrict regions of the stick from creating diagonal movement, and this is by far the leading cause of this issue, but there are intentional methods to achieve this. Video example between circles, squares and rounded squares: Square/axial deadzones in specific also have a side affect of restricting how much of the stick can create diagonal movement. Non-circular deadzones means the amount of stick movement you have to make before you see acceleration differs based on the direction you point the stick. Non-circular deadzones are very common in games, with squares being the most common of these. ![]() There's a certain level of accuracy you should be able to manage with controllers that is heavily stunted by these issues. I would like to avoid devolving into that. Now before I get into this, this will not be a comparison between mice and sticks. This has been frustrating seeing as every issue I'll be listing is easily fixable, but attention is never given to improving them because of the stigma surrounding controllers. Most of the issues stem from a velocity system not actually being achieved and necessary options not being offered the majority of the time. Despite popular belief, most of the inaccuracy tied to controllers is not inherent to the stick, or failings of a velocity system. I've read posts, articles, comments, and even academic studies on how controllers are inaccurate, yet what all seem to miss is just how the controls are set up for the sticks. This is also very important to me because I tend to play exclusively with controllers, even when on PC. This is something I've talked about for years but isn't something that's touched on in the gaming community almost ever. r/CoOpGaming - A community for co-op gaming r/xboxone - Xbox-specific subreddit for general Xbox news and discussion r/playstation, /r/PS4 & /r/PS5 - PlayStation-specific subreddits for general PlayStation news and discussion r/pcgaming - PC gaming-specific subreddit for general PC gaming news, discussion and gaming tech support r/nintendo - Nintendo-specific subreddit for general Nintendo news and discussion r/shouldibuythisgame - Find out what's worth getting. r/gamingsuggestions - Go here to help you find your next game to play r/gaming4gamers - Discussion, bar the Hivemind Top-level comments must be at least 100 characters in length.Accounts must be at least one month old.External Links must follow these guidelines No topics that belong in other subreddits This subreddit shouldn't be used for advice of any kind. Use sufficient detail and examples from multiple sources.Clearly define the purpose of your post.Engage in good faith with the points the person you're replying to is making.No discrimination or “isms” of any kind (racism, sexism, etc).Discuss GamingĪll discussion must be about gaming 2.
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