I think I finally figured out why analog sticks are always inferior even when they shouldn't be.
Is this the fault of the games or the hardware itself?
Why does analog stick input ALWAYS have this huge deadzone where nothing happens?
Analog sticks
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Nice bait thread
>Why does analog stick input ALWAYS have this huge deadzone where nothing happens?
Because otherwise most sticks would drift.
Few sticks align anywhere close to center, especially after wear. Dead zones keeps your character from slowly walking off when youre not touching the controller. See: Xbox Elite controllers. Deadzones exist because of these.
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Maybe stop buying trashy third party controllers? I have no such "huge deadzones" on default DS4
cope
Yes you do. You just don't realize it.
yikes
>Why does analog stick input ALWAYS have this huge deadzone where nothing happens
This is why emulating consoles will always be superior. You'll always have the option of tuning your deadzones/sensitivity on a per-controller basis, whereas console makers know that 99% of their market doesn't give a shit.
trackpads and touchpads are unironically better, far more accurate, more convenient to use and easier to get maximum out of and they don't get uncomfortable or start slipping out of your hand or dig into your thumb if you push on it wrong or slip off your thumb if they're designed wrong (ps2)
analog sticks literally suck dick, they're an ancient bygone shitty technology thats still around because people are nostalgic.
Accounting for stick drift and it being difficult to maintain a precise radius while also rotating the stick.
My 360 controller definitely does not have a deadzone that large
a lot of it is on the developers as well.
on the original xbox, halo1 was the only game that had an equal measure of slight to max tilt to slight to max speed. (no bellcurve)
thats the only shooting game id play with a controller, anything else has been trash when it comes to these annoying bell curves. (of course the original xbox controller didnt have drift issues that 360 and later systems had, due to cheaping out on parts.)
No, I don't. I use my DS4 on PC and use slow walk all the time and the deadzones are nowhere near as large as you claim
I have an Xbox 360 controller and I've always had a hard time doing diagonals with the analog stick for some reason.
lack of tactile feedback on a touch screen makes control way less intuitive and reflexive.
>or slip off your thumb
It probably makes more sense if you aren't a retard who doesn't know how to hold one.
I swear games that doesn't have progressive speed increase as you tilt the stick and instead jsut switch different speeds are so obnoxious to play.
I can see why and I thought something similar, but does the deadzone really have to be most of the movement zone? analog sticks have come a long way since the N64, I don't think I've had a single first party controller have super noticeable wear that causes the stick to drift/jiggle since then.
funily enough it was actually me using a PS4 controller for an emulator that made me notice this. When configuring it I noticed that the input sensors would register even slight movement on the sticks, but every single game I've ever played only starts to respond when the stick is way out to the edges.
Analog sticks should be superior for movement because they have a huge sensitive curve instead of binary inputs like a keyboard or a d-pad, allowing you to control the magnitude of your input as well as your direction.
You still get a 360 input arc instead of 4 directions, but it's basically a binary input because the damn things never respond until you're a nanometer from the edge anyways.
I frankensteined two images to get the point across on this, but why don't more games follow F-Zero GX's lead and do this? Or why not just have the console have a menu option for it for all of your games? This is the most ingenious idea and NO ONE does it.
>but does the deadzone really have to be most of the movement zone?
>because the damn things never respond until you're a nanometer from the edge anyways
Seriously what the fuck are you talking about? I think your controller is broken. Either that or you're just lying
so adjust the deadzone dumbfuck
Have you tried Steam Controller? Trackpads have nice haptic feedback and have a trackball emulation mode.
>lack of tactile feedback on a touch screen makes control way less intuitive and reflexive.
Steam controller ironically has better feedback for touchpad than an normal analog and even feedbackless eg htc wand touchpad are better than analog
>muh dont know how to hold onto one
fuck you am i sposed to grab that fucking mushroom saped fucking ps2 controller with my entire fucking fist cause that's the only way its not going to slip off.
It's just a shit retarded design.
If ps2 stick shape was a good fucking idea it would've lasted longer than exactly 1 controller.
Because console games are retards and have autoaim and all that shit do everything for them, if they actually get to play in their cinematic experience.
I just loaded up RE2R and tested this again because of your thread, watching my thumb on the left stick of my DS4. You start slow walking when the stick is only tilted like 5% of the way. You're completely full of shit
>Why does analog stick input ALWAYS have this huge deadzone
they don't you retard
Eh, analog sticks are fine for some actions like moving a character and terrible for others like aiming. It's not because of dead zones though.
it's a troll thread
the retard OP didn't even say on what he plays
If he did claim one controller over another, you'd claim he was trolling the competing companies.
you are a fucking retard
>Claims it's a switch problem.
>"False flagging sony'gger!"
>Claims it's a PS4 problem.
>"False flagging nin'toddler!"
You can't win with this site.
>boot up any calladuty
>set dedzones to min
>can now move if I so much as think about aiming a certain way
zozzle
can't wait for the beta, bros
Stop being a false flagging baby nigger.
anal log :DDD
Wait, so there are games that let you tune your controller? I thought F-Zero GX was the only one
I tested my switch pro controller on the console's analog thingy and it notices input at the abosolute most slight tilt
OP left because he realized he was the retard all along and wanted to quit before he embarrassed himself even more
you're fucking something up or YOUR hardware is fucked
no deadzone compromises the majority of the stick movement unless you make it that way
its pretty few and far between but yeah, it does happen
>make a bait thread
>W-WELL YOU GUYS ARE JUST BIG MEANIES FOR NOT FALLING FOR IT
You are a literal retard.
yeah go check out titanfall 2 in particular
This is why digital input methods will always be superior. If I can't play your game on an arcade stick then your game is trash.
they should let us spin the analog to control its sensibility
like this but as the analog
you can spin it to set the sensibility and then use it as a analog
Check out an N64 controller with a well-maintained stick. Most games on the console work amazingly well for its stick and make use of its full movement.
you can configure that through software and that is actually good when aiming in shooters
i also did this mod on my dualshock. the longer stick gives me more precision, and for movement i use a smaller thumbstick. but i'd still put down the analog for a super fast arcade racer like trackmania, i feel playing on the keyboard is more responsive, it allows me to move nearly instantly
>here's your controller bro
the fuck
Kill yourself.
kek
>they hated jesus because he told them the truth
Sorry user. That "stick" is objectively terrible. That looks uncomfortable as fuck
not him but this is an incredibly common thing
attachments like that also come with shit like the xbone elite controller
okay now go tell your uneducated opinion to all the other thousands of people doing the same thing cause i don't care
>that is actually good when aiming in shooters
Nothing is good when aiming in shooters using an analog stick.
Well if he doesn't feel a deadzone and doesn't affect his gameplay tell me, where the fuck is the problem?
sure but what i said is that more room to work = more precision
i am not comparing it to a mouse or any other input
>controllers are such shit input devices that third party manufacturers have to try and make helper accessories to make them remotely usable
kek
Theyre literally designed this way because of mechanical failure.
Mathematically, movement input from mice is just more precise than analog sticks. The mouse can move anywhere on a 2D plane and this is s first-order movement translated directly into the game. But a stick has a more limited movement range, and its 3D rotational movement must be translated into a linear movement in-game.
>s first-order movement
*a zero-order movement
My bad, analog sticks are first-order
>this abomination is good for FPS
nothing fucking helps playin FPS on fucking console. controllers are too fucking retarted for this holy fuck... i fucking hate when autists say fps's play ok on consoles... no you fag they're terrible
>inb4 t.butthurt PCfag
i have till this day all 4 SNOYS and a strong PC holy fuck... consoles are objectivily good for platformers, or unironically souls
>nothing fucking helps playin FPS on fucking console
What if you need to move in a certain direction for more than a few inches/centimeters?
>nothing fucking helps playin FPS on fucking console
>hate when autists say fps's play ok on consoles
many good FPS games have been made for consoles. i guess those autistic developers forgot to consult you
>inb4 t.butthurt PCfag
funny thing is: i am also a PCfag and you're literally butthurt
>many good FPS games have been made for consoles
They have the game aiming for the player. It's called aim assist. The only way to fix aiming on consoles is with a new input like gyro.
doesn't keep anyone from playing Halo
once it is ported to PC it will be the best version. but for now, playing it on a console is the way to experience it
dark souls was obviously made for controllers but ds1 remaster works perfectly fine with m+kb (when original didn't work at all), telling people to use controllers because reasons is way cheaper than making proper PC port
I'm not saying the games are unplayable. I'm saying they're playable because the game helps you out to compensate for your trash tier input method. This shouldn't be necessary, especially in games where aiming is one of the core game mechanics.
Analog sticks are trash compared to keyboards for multiplayer. Keyboards have a functionally zero strafe delay. You can switch from moving right to left by pressing A and D. Sticks have a nonzero delay, becuase you have to bring the stick over to the other side of controller.
That's why you have a keyboard...
Mouse aim is unrealistic. It trivializes many single player games with how instantly accurate your character is at shooting enemies in the face while moving. In real life, aiming a gun and headshotting a moving target is nowhere even close to that easy
FPS games are better when you don't have dozens of tryhards quickscoping you from across the map with their leet mouse aiming skillz. Then it's more about teamwork and close-range engagements. There is still a hugely wide variance in aiming skill levels among players who aim with the sticks. Everyone is handicapped equally, so there's no reason to complain other than bitching about not being able to be an annoying MLG headshots dude like you could be if you had your mouse
But he's talking about mouse movement. Why would I want two inputs for the same function?
You pick the mouse up, move it back to the other side and place it back down. Have you never used a mouse?
That doesn't sound very accurate or convenient.
You can strafe just a tinse as fast as you can with the keyboard by tilting the movement stick left or right only like 5-10% of the way. I used to do this in Halo 2 sometimes to fuck up other players' aim when they expected me to just do the regular full left-right-left-right strafing to try and make them miss. It was kinda like an instant stutter-step to the sides.
But yeah what you said is bullshit, sticks don't have any more strafe delay than keyboards. It only takes you as long to tilt the stick 5-10% as it does for you to fully depress the A or D key. If the game has any kind of momentum to player movement, the delay in reversing strafe direction is the same for both types of input because your character has to stop moving one way and start moving the other
It's a small inconvenience but with reasonably high DPI you'll need to do it rarely and with experience you'll learn not to ever need it when actually aiming, just when looking around.
rent free
Yeah, that happens to me too, I feel it.
Is there a way to fix it?
> 60-70% dead zone
If you have more than 10%, you're using a shitty controller. My Wii U Pro controller is about 5%. XBox 360 controllers are about 20%.
Keyboards can have 0 strafe delay as you can already have the opposite direction key held when you release the current one.
precise accuracy is a bad thing? how are you this retarded?
Then lower sensibility to cover more movement with less mouse distance or simply pick it up and place it back in the original position, if you've been using a mouse all your life it takes like an attosecond to do.
How could it be better? Analogy stick is the best way to achieve that movement.
>when actually aiming
Oh I didn't know his post was referencing aiming. Guess I'm the retard.
Well yeah, no one uses a mouse to move generally. You do move the mouse though.
that's if you count the area of the dead zone like normal people do
the OP counts the angle
Deadzones are controlled by software. Plug your controller into a PC and go to controller properties, and you can see that even the slightest movement is detected. Most games just have their own settings for deadzones.
This. Plus key held down is 100% (1) movement speed. Stick slightly left or right is usually slower movement speed (0-100)
>FPS games are better when you don't have dozens of tryhards quickscoping you from across the map with their leet mouse aiming skillz
LMAO you must be an utter shit fps player if you actually think this, or you play the most normalfag FPS games out there. On controller with FPS games, it doesn't take any amount of skill due to the heavy aim assist. You might as well not even be playing the game at that point.
>XBox 360 controllers are about 20%.
More like 0%. This is what my the sticks on my 360 controller look like without even moving them. My system detects that they are slightly off center at rest, but games account for this.
It's true but that doesn't remedy the problem explained in the OP. There's already a very small range of motion allowed by joystick design, even a small allowance for misalignment eats into that range severely.
>RE2
A game like this requires no precision. Try a racing game, even with the deadzone set to minimum (which incurs drift and rebounding issues), the range of input is still disappointing.
>On controller with FPS games, it doesn't take any amount of skill due to the heavy aim assist.
That's total bullshit. Do you just think all console players have the same aim? Some players are drastically more consistently precise and accurate than others
nice sex toy fag
>keep getting small dead zones with left analogue for ps4 controller
I don't want to buy a third controller damnit sony
actually RE2 requires a lot of movement precision
Why don't you analog stick your neck to a sawblade you little cunt?
>playing cod on a controller
Too imprecise. I would saw off my leg instead.
If you think this webm proves your point, you don't understand the problem.
kek
it sure as shit isn't designed around M&KB lol if I'm on desktop you'll catch me playing arena shooters or sims, not calladuty
>When they shouldn't be
They'll always be inferior because it requires an additional movement to stop the cursor/aim once it has arrived where you want to point
Then analog may be better but my specific point was that quick precise motion is proven to be better on mouse than analog.
Here’s an interesting study comparing the two:
yorku.ca
OP was talking about stick having giant dead zones but he was completely wrong, and I was just using RE2 as an example of how the dead zones are *not* as huge as he says. You are right that slow walking is useless in the game, but the fact you can do it by only pressing the stick down 5% still disproves the OP anyway.
So there I am more talking more about the advantage in precision you get with 360 degrees of movement on a stick vs the mere 8 directions you get with a keyboard. You are forced to use the mouse and adjust your camera relative to one of those 8 directions if you want to be precise with the directional movements on m+kb
Are there any decent controller option for pc besides xbone ones? I seem to have bad luck with them drifting out of control after a few months that I can't fix.
Deadzone is a software adjustment and not inherent to the controller.
Seethe
I play For Honor, where you can set the deadzone for directional stances to 0. That's how I play that game. half a of a fraction of a movement in one of the three directions registers an input