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Messages - Riexn

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Commander / Re: Controller's joystick Jittery?
« on: 02:11 AM - 09/23/16 »
You might be able to probably pull something off using AHK

Check this link and see if that would help

Edit:  Also forgot to ask.  Is the xim seeing the analog stick as a "Joystick"?

Yea this also is a fix. More or less I have the workaround up in the original post.

And yes, it is seeing it as an analog stick.

Issue with this "mod" is that you will need to re calibrate the 3DS stick, because it's sending lower voltages that PS4 analog stick (I think?).

Another issue is the placement of the analog stick, where I still haven't found a place that is comfortable to have as a stick AND as something to grip on when moving the mouse.

Commander / Controller's joystick Jittery?
« on: 08:00 PM - 09/07/16 »

I have been having trouble with sending the analog stick's signal, where it would come out rather "jittery".
I am using DS4 on PC, then goes through SandhawC and back to XIM4. Any ideas what might be causing this?

Actually I came to understand what's going on.
Basically I am using 3DS' analog stick on the side of the mouse, where I would use it for big motions for games that have slow turn speed or radial menus. This 3Ds stick is soldered to PS4's right analog stick, which is going to the PC.
What's happening is when I try to move the stick, I would slightly move the mouse around, causing the mouse signal to override the analog stick signal. With that happening back and forth, it comes out jittery.

So my question is: Is there a way to make XIM4/SandHawC ignore the mouse signal when the analog stick is used?
I recall this being a thing in the old commander.

I have found a workaround where I'd use JoyToKey to remap the analog stick as mouse movements. That way, the avoids the case where XIM4 receives 2 different input types for the right analog stick.

inb4 someone asks why I am using DS4 on PC before answering the question.

XIM 4 Discussions / Re: Sony disabling Xim4
« on: 12:00 AM - 03/06/15 »
Seems like a bold marketing statement to me.

XIM 4 Discussions / Re: XIM4 from 8ms to 4ms
« on: 05:52 PM - 12/07/14 »
The xim forums impress me with which threads stay alive.

General Discussion / Re: Bal of Duty : Advanced Lag
« on: 01:35 PM - 11/17/14 »
k cool.

General Discussion / Re: Human Verification to post.
« on: 01:54 AM - 11/14/14 »

ads by google.com

what Aiken_Drum said.
I have seen this happen in every MMO launch ever.

Audio and Mic should have their own separate wire/input.

Sadly once you use the USB soundcard, the game audio will be forced to go through there. At least that's what I know.

XIM 4 Discussions / Re: How to find the ADS delay ?!
« on: 07:16 AM - 11/01/14 »
Trial and error.

As I have noticed the overgrowing endless statements of "This is not working as how I expected it to be" and "will this work exactly like a PC?". I thought it would be best to make a simple guide about understanding mouse and keyboard converters such as the XIM. This guide is aimed at those who are considering getting a converter such as the XIM as well as who were disappointed with the results. I am looking at you those who reviewed the XIM with a score lower than perfect due to not understanding the limitations are coming from consoles.
Please note that this is just my opinion on the matter and does not represent the XIM team.

   1.1.What is mouse and keyboard converter?
   1.2.Why use it?
      1.2.1.Other causes to the need of such converters.
2.Understanding game design
   2.1.Max turn speed.
   2.2.Gradual acceleration.
   2.3.Dead zone.   
      2.3.1.Dead zone shape.
   2.4.Aim assist.   
   2.5.Button binds.
3.XIM3/E/4 (Smart translator) vs Other converters
      3.1.Curve Adjustment.
      3.2.Smooth input.

   1.1.What is mouse and keyboard converter?
      A mouse and keyboard converter is a device that is used for consoles to enable to use of a mouse and a keyboard. The most notable feature is that it converts the mouse's input to the controller's right analog stick enabling the movement of the aim to be possible like a PC game.
   1.2.Why use it?
      With console-exclusive FPS games such as Halo, Killzone and Destiny; it put PC gamers at a tough position with them not being used to using a controller and preferring the input form of the mouse and keyboard. Mouse and Keyboard converters have bridged that gap and made it possible for them.
      1.2.1.Other causes to the need of such converters are:
         -Not being able to afford upgrading the PC over and over again to stay up to date.
         -Having most of the friends that play console games rather than PC games.
      With this, we can easily summarize that the mouse and keyboard converters are aimed to PC FPS gamers wanting to experience console FPS games.

2.Understanding game design
   2.1.Max turn speed:
   The maximum turn speed of the game can be calculated with how long would it take for you to complete a full cycle around yourself, some games would take less than a second, others would take a second and some would even take 2 or 3 seconds to complete a full circle (given you're doing that with the maximum possible speed the game provides).
   This creates a limitation for mouse and keyboard converters in general. No matter what, with a game that takes 2 seconds to achieve a 360 (1 second for 180), then you will be stuck within that boundary. meaning flicks are pretty much impossible to make, unless they are short distances.
   The X and Y Axis have their own max turn speed, and a typical converter would not compensate for that. One of the side effects of that conversion is that you would be able to shape a perfect circle with your aim, as well as you will be facing difficulties with your aiming.
   Note that games which have the Y Axis hitting the max speed faster than the X Axis wouldn't exactly be fixed no matter what. The best outcome possible is where the X axis would have a rather "extended" max turn speed in comparison to Y Axis.
   2.2.Gradual acceleration:
   Here is how a typical console FPS game's acceleration chart might look like:

     In the diagram above, we can see that moving from 0% to 100% with the analog will make us go through a gradual non-linear acceleration, which in return gives you the "deceleration" effect. Take note that it varies from a game to another, a game like Destiny wouldn't take much, but the last of us would take light years until you can reach the max speed. Also note that immediately pushing the analog against its far end will not make you skip the gradual acceleration, and would rather make you go through the the curve anyway resulting "gradual acceleration over time". Do both of them exist at the same time even if you turn around slowly? I am not sure, but I recall once reading in the forums that Saints row 3 had something similar and it caused funky movement where the aim would spike up midway through the end of the curve. I would need a confirmation on that statement.

   2.3.Dead zone:   

   A dead zone is the "empty space" until the game starts getting commands from the analog stick, say 20% for example. This was done so that the game response doesn't become over sensitive and start wiggling around as soon as you place your thumb.   
   Most converters would have a function to change the initial point so that you hit a response as little as you could move your mouse. However, some game's initial point isn't really 1%, but it would be something like 5%. This causes the issue where you have to move your aim back and fourth until you've adjusted it to where you want it. Usually this issue can be compensated with aim assist.
      2.3.1.Dead zone shape:

      The dead zone shape is the shape that the analog follows in which of where it should have the response kick in. We pretty much have two shapes for the dead zone, circle and square. Overall, a circle shaped dead zone is better than a square shaped one, because it would require you the same distance vertically, horizontally, and diagonally to hit the initial point. On the other hand, a square shaped dead zone would still have the same distance vertically and horizontally, though the diagonal movement would require a bit more distance.
      Of course, what was mentioned above is what would be the outcome of a perfect world. Some dead zone shapes would be more of an oval and a rectangle instead, resulting a different initial point for each direction.

   2.4.Aim assist:   
   In summary, Aim assist "slows down" your aim once you're aiming close to your target at a certain range. This was done mainly to compensate the inaccuracy of analog sticks. (Ok we get it, some people can still aim flawlessly without it. Though how many one in X is that?)
   With using a converter, you will notice that you will have the need of pushing through your aim more than you would usually need to accurately aim at your target. This can be good and bad depending on your taste. Some would consider it a quicksand effect, while others would consider it an automatic DPI throttle button, A.K.A sniper button.
   In general, no converter can really overcome aim assist, unless the game has the option to disable it.

   For more into this topic, I would highly recommend going through toysrme's thread as he explained it in detail.

   2.5.Button binds:
   Every single converter has the ability to rebind your buttons to whichever key you would prefer. However an issue arises with the limitation of the button count on the controller. Your "Use" and "reload" keys in a typical PC FPS game would be "E" and "R" respectively.  Though, both of them are usually bound as the Square or the B button on consoles. The same goes to the "crouch" and "prone" actions, where you would need to hold down the button to activate prone; they are bound to the same button. You will need to adjust with having those actions brought up with the same button/key.

   3.XIM3/E/4 (Smart translator) vs Other convertersI will be skipping the technical theory of how the smart translator might actually work, because it might end up being correct and cause troubles.
      3.1.Curve Adjustment:

      Basically what the smart translator does is that it refines the curve and thus making it linear. With that, it will achieve the 1 to 1 feel as the movement speed of the mouse and the turn speed of the game will increase evenly. It does that by moving you to a more suitable position in the curve; by putting you on a higher spot for example. The training of the smart translator does that on every degree of the analog, therefore eliminating the existence of the dead zone for the mouse.
      Meanwhile with other converters, not only you will have to go through the suffering of the non-sustained scaling of acceleration, but I am also aware that they do not really make a smooth conversion. What does that mean? Read the next point.

      3.2.Smooth input:
      What's great about XIM is that it does a proper conversion from the mouse input to the controller's analog without skipping and/or data loss. Accompany that with the fact that the curve has been refined, then you will pretty much have a flawless 1 to 1 feel. This is a really important key point in contrast to other converters. The conversion isn't exactly smooth and more of a "steps" one as this chart:

(Note: chart simplified)

      What is going on here is that the conversion either "jumps" between the edges OR goes through them, which creates the jittery movement. Also, you will be going through this typical issue where the aim jitters between stopping and moving when making slow movements. Generally, "other" converters won't have this issue with a game like "Cola Dew Tea" as the chart is already somewhat linear, however it becomes much more noticeable with games that have the gradual acceleration.

In the end, I really hope this gives people a better understanding to mouse and keyboard converters, and really just accept them for what they are. You kind of want to take away the PC mentality for a bit and build a new one that is more suited for the converters.
And remember, Rule #1 in any software/hardware ever: Think how it wants you to think, not how you want it to think.

Disappointing.  Normally your troll bait is disguised so much better.  :/
Yeah this was a big let down.  Not his best effort by far..

The result of yearly development cycle I guess.

Ooh, about time we got a thread like this one. I am still a beginner with music in general, therefore my works are mainly experimental. The genre I focus on is orchestral.

Rock cover of Megaman Zero 4's Theme:

A glitchy orchestral experimental:

An ambient-like theme. Kinda inspired by skyrim:

All what I use are virtual instruments.

Also, there is an animation I have worked on last year with a friend of mine (Yes, just the two of us) I have done Directing, Music, Etc, and it contained a specific theme for it:


There are English subtitles, which you can enable.

Awaiting a time traveler's response.

"Of course it's different."
"You're comparing apples and oranges."
"You need to consider the console limitations."
"I don't use XIM anymore, and I know exactly what you're talking about."
"Get used to it."
"I really can't tell the difference."
"Start using lower sensitivity for a seamless transition between the two platforms."

Did I forget any other generic comment for such a thread?

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