Comments (7)
Roll works as well in my testing (unless something has changed) but whether or not roll is being used is up to the game and the config it has for PlayStation. Some games use roll, most just use yaw for aiming for the PlayStation version. Maybe you want something like #54? If not, can you clarify what you would like? As for sensitivity, most games have that in game and you can adjust the sensitivity overall in the Steam Deck settings, though other tuning options could technically be added.
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Just figured it out. The gyroscope on a lot of games on the PS4 seems to assume a forward facing controller, pointing towards a TV for example. With the steam deck, being an upward facing device, screen pointing towards you, it treats it as such. My original post being mistaken, I revise it to wonder if it would be possible to, in software, add an artifical "tilt" to the sent gyro input? I also find that #54 is pretty much identical to what I am experiencing.
from chiaki4deck.
#54 is really only about completely inverting certain gyro axes but I think here we're talking about offsetting them with a value that is somewhere between zero and the full range of the gyro response.
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An offset I think would be good to make the console think you're "pointing the controller to the TV" as is intended for some games like The Last of Us, not sure how easy to implement that would be but it would be very appreciated
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If it's only the gyroscope that is being used and not gyro + accelerometer (maybe someone who knows more can chime in) then it is the pitch angle that needs to be offset. How the different games will handle that.. I don't know. Untill you move your Steam Deck into playing position, it will look like your controller is positioned with the trigger/shoulder buttons facing the floor.
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I think that behavior sounds right and would at least fix the deck being "pointed" the right way to match the behavior of a normal controller.
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Given you are using vertical orientation you want to use roll instead of yaw gyro for movement right? That's what makes sense to me but if you would still like to use yaw when in vertical orientation I can separate the 2 options (swapping accelerometer and swapping gyro).
from chiaki4deck.
Related Issues (20)
- Github releases out of date HOT 1
- [Guide] Adaptive triggers on clean archlinux (non-steam) HOT 9
- Native gyroscope works only when in Steam menu HOT 2
- Touchpad HOT 4
- No longer connecting to PS5 HOT 7
- Could a arm64 version be built for Linux and MacOS? HOT 1
- Can't find official Steam Input controller layout HOT 2
- Stretch/zoom options -- Chiaki Standalone HOT 1
- Improve picture quality
- Merge v2.2.0 update from ~thestr4ng3r/chiaki HOT 2
- v 1.4.0 HOT 3
- How are you getting vaapi to work? Any way to get Vulcan to work? HOT 10
- Analogue Triggers for PS4 controllers jittering on MGS Master Collection HOT 8
- Senkusha failing causing Chiaki to fallback to default values for connection HOT 5
- Invert buton pad option X, O, Δ, П HOT 2
- Failed to Initialize Stream on ROG Ally HOT 5
- DDNS not allowed in automation script for Chiachi-launcher.sh HOT 3
- No Video output on DELL Hardware HOT 6
- HDR support HOT 67
- [Feedback] Automation - /setup/automation/ HOT 4
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