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[Feature Request] Skipping analog stick deadzone on tilt input #10808

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Leopard20 opened this issue Mar 26, 2018 · 0 comments · Fixed by #12756
Closed

[Feature Request] Skipping analog stick deadzone on tilt input #10808

Leopard20 opened this issue Mar 26, 2018 · 0 comments · Fixed by #12756
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Feature Request Input/Controller Input and controller issues
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@Leopard20
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Leopard20 commented Mar 26, 2018

I know about the existing deadzone option under Customize Tilt. But that option can only change the deadzone from an external controller (in this case, tilt input).
What I mean is a way to alter the initial jump (or skipping) the deadzone with a small tilt.

Perhaps I should explain with an example:
As you know, games react differently to how far the stick is pushed (i.e have different deadzones).
Now consider a racing game. As you know, in a racing game the car should react to even the slightest tilt. But because games have a deadzone of their own, you may see that the stick is pushed all the way near the edge but the car is still going straight! (like the following screenshot)
screenshot_2018-03-26-21-09-01-725_org ppsspp ppsspp

On the other hand, a game like NFS Carbon has a much smaller deadzone, but it's still enough to ruin the driving experience.
If there was a way we could skip this dead zone (in other words as soon as the phone is tilted a bit to the left or right, the control stick skips over the dead zone to that side) then the problem would be solved.

I think it only requires a constant number added to what is passed in from the input, so shouldn't be that hard.

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Labels
Feature Request Input/Controller Input and controller issues
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