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Topics - r0ger

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What i dont understand is why xim developers dont consider that game mechanics take into consideration the speed and movement speed within a deadzone. Games have an acceleration mechanic of take off speed, even in a deadzone. destiny 2 for example does that. I notice using different configs that move inside the games deadzones actually means deadzones aren't nullified. A deadzone can have aim acceleration inside it, its just the movement of the analog doesn't cause screen movement.

Xim developers need to expirment with Input Translators, what a deadzone that slowly sunk back into 0 X Y position, rather than just fall flat into it, i mean a smoothing feature that has a deadzone slowly fall to 0 rather than instantly go there.

Aim acceleration is a constant in some video games, even when you are inside the so called (nullified dead zone)

XBOX has a Dynamic library inout DHI that predicts movement, i dont know.if this affects that. I think Input Translaters should do some work even if they arent getting mouse movement, i think the de-acceleration is an issue, where things just never feel right and your aim feels floaty or the opposite, jittertly which could suggest jumping in and out of the dead zone.

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https://prolificusa.com/product/pl25a1-hi-speed-usb-host-host-bridge-controller/

PDF of Transfer Cable chipset. No input lag. No random failures while gaming. Belkin cables are hurting Xim Link. I thought it was Xim Link that was bad. It was the cable!

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1. There is 60hz mode and 120hz mode that works different in regards to input translator.
2. There is a 0 of 100 aim assist mechanic that wipes out the aim mechanic effiency


The two listed above would probably be completely be completely eliminated if 0-2 of the ballistics curve was very micro and slow to take off, expecting the translators to understand that aim assist view the player is using is impossible. The aim assist is a secret stat on weapons listed at light.gg website. If the translator expects the aim assist is 100, you might be able to struggle less. Apply a 0 aim assist to hip and 100 to ADS
 
Btw, the reason i said 0-2 very slow is because there is secret speed boosts at that low speed on the ballistics curve (tracking involved speed boosts) x and y might have different tracking since the reticle is not centered on the screen on destiny 2.

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Game Support / Xim Apex Needs Beta Features for Destiny 2
« on: 12:39 AM - 03/05/21 »
Xim Developers aren't looking at how the outer threshold of the analog sticks are affecting the deadzones. The flicking of the wrist is breaking the aim of input translators. Aim acceleration and target aquisition work together in Destiny 2 and EVERY GUN HAS A CUSTOM AIM MECHANIC. Light.gg will show you each gun has its own target aquisition stat. I've done this with Titan Two Console Tuner which is proof that you shouldn't be forced to be slow in Destiny 2 to be accurate. By capping the Y axis in Destiny 2 at 97%, my favorite number. I was able to be extremely accurate with no penalties to flicking my wrist. Axis capping has benefits in too many areas: X/Y ratio, some games make 95%-100% maximum speed and can create disportion between X And Y like Apex Legends creates a floaty feeling that is fixable in the ingame settings. Capping an analog axis for ADS in conjunction with X/Y ratio can actually turn the analog from an oval to circular. by capping an axis, you can be sure one axis X or Y is 100% accurate between transitioning to hip fire to ads fire. Even the newest Destiny 2 configs are flawed with turn movement issues. LISTEN: Everyone forced to choose either speed or accuracy in the Destiny 2 Xbox One or Xbox Series S/X config. Please add an axis cap or force an capped oval shape based on individual X axis or Y axis.

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I found a solution to the behaviors of Input Translators. Go through all the games and find one with an Axis that is the same for X and Y. Otherwise, you are going to have problems when you flick your wrist because the input translators will keep going in the other axis when one reaches its hardware cap. I must warn you to test your ballistics curves at 50, if you get disportions, you won't notice problems unless you are at the high hill of the ballistics curves. This is an easy fix if you could just cap the other analog X/Y axis when one gets to maximum analog acis throttle, instead of slowing both, you get erratic aim. I had to use the Gotham City: Imposters Input Translators. Unless Apex Xim supports abnormal X and Y translators a little better and adds features for them, you will continue to see problems at 120fps games and near the peak of ballistics curves. Good luck guys.

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I am currently using a Titan Two Tuner with Apex Xim because Apex Xim doesnt have a feature to throttle X and Y axis to a minimum percentage. Why isn't there a single feature that helps with the outer threshold of analog sticks and input translators? A feature that helps keep an axis low when the other x/y axis reaches maximum? lets say the Y percentage goes maximum and the X is still at 83%, why on earth should the 83% allowed to keep going higher? it causes aim inconsistencies. Please fix your product as it doesn't work accurately with all input translators. Don't blame the input translator when I see hardware limitations are being reached.

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Technical Support / [Q/A] X and Y values causing problems
« on: 03:45 PM - 01/15/21 »
I am having problem with the Destiny 2 input translator. The X axis is too slow. When you correct it, it has problems maximum sensitivity. It seems like the input translator is the problem itself because a ballistics curve at 50% high has non-equal X and Y values when reaching peak sensivity. That is where the Y value goes maximum speed and the X doesnt want to. I feel the Xim Feature to cap ADS at an Axis like X or Y would fix problems in not just Destiny 2, but many input translators. No one has gotten back to me. Are you guys too busy or do you just not care or understand the logic here. I've seen significant improvements in your beta firmware and I am just trying to help. Thank you.

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Input Translators have issues when reaching maximum sensivity. Once one Axis goes 100%, the other Axis keeps going up. Come on, can anyone reach out to me about implementing this in a beta? I want  a "Max X analog Percentage" and "Max Y Percentage" Give me this and I'll release good shared input translators for Apex Legends, Destiny 2, COD. I'll prove how viable this is. Can someone contact the firmware programmers?? Axis percentage need a cap like to never go past 75% on the Y Axis for example on ADS or Auxiliary. I can't fix Destiny 2's Horizonal Axis without ruining the vertical Axis. This would fix that game's translator, as you can see posts all over the place about problems with turn speed in Destiny 2. (this is my repost here)

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Beta / Need ADS analog Axis Percentage Cap in Beta
« on: 03:33 PM - 01/13/21 »
Input Translators have issues when reaching maximum sensivity. Once one Axis goes 100%, the other Axis keeps going up. Come on, can anyone reach out to me about implementing this in a beta? I want  a "Max X analog Percentage" and "Max Y Percentage" Give me this and I'll release good shared input translators for Apex Legends, Destiny 2, COD. I'll prove how viable this is. Can someone contact the firmware programmers?? Axis percentage need a cap like to never go past 75% on the Y Axis for example on ADS or Auxiliary. I can't fix Destiny 2's Horizonal Axis without ruining the vertical Axis. This would fix that game's translator, as you can see posts all over the place about problems with turn speed in Destiny 2.

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Beta / Apex Xim Feature: Maximum Threshold on X and Y Axis
« on: 12:27 PM - 01/13/21 »
Input Translators don't work well with ballistic curves cut off at the end, because one Axis reaches 100% and will continue percentage on the other axis.

Apex Xim needs a way to cap the maximum percentage of X or Y axis on the controller, because once the Input Translator goes between 80 and 100, there are inconsistency issues at high speeds, because the input translator wants to continue on one axis while the other reaches 100. Also not all games have detectable X and Y axis, brings the 2nd problem (the way game developers add acceleration or nullify maximum threshold. This creates a floating feeling once you are above 97% threshold of analog stick movement.

This is something that would benefit some games. This is as important as Call of Duty's ADS Deactivation Beta feature. It is a beta, it can be removed at anytime right? Could I get a closed beta to work with? If it works, I'll ask for the release.

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I would like to point out that this is a very important feature to consider. Because it would completely defeat aim acceleration in some games and would allow you to move in the opposite direction quicker, because you'd be closer to the opposite axis. bonus, you could increase some sensitivities in some games to the actual maximum and still feel the crosshairs are slower, and the aim acceleration reduced. these settings of course would just cut the threshold at the current ballistics curve position. Please consider!

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