methods of input (Part 1)

The most recent logitech mx mice use an electromagnetic clutch/step rather than a mechanical one so it’s almost inaudible

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https://rpubs.com/misteraddons/inputlatency

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nothing is gonna beat retroarch with runahead :woozy_face:

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Good data, hard to find elsewhere. I just ordered a PowerA PS4 fightpad based on it

Lol at the Logitech Dual Action dead last at 20-60ms. 2000s third-party controllers were abysmal (and Dual Action might have been the single worst one of them all)

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Wake me up when they release a quantum module for the Raspberry Pi that psychically links with bad controllers to correct for standard deviation

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Now that I’m doing the math on how much the standard deviation of 60FPS framerate limiting and my Xbox wired controller adds up, it seems a bit crazy to me that Guilty Gear Strive has 3-frame windows on reversals. The variance on this sort of Pretty Good setup leaves only a 1-frame window that’s perfectly consistent.

On the PS4 version with twice as high deviation it’s essentially equivalent to an RNG move. I already thought of human input consistency limits as being somehow analogous to RNG in how they can affect the experience, and this shows that it can be literally true at the hardware level as well, from accidental rather than deliberate random noise

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It also makes it bonkers that EVO used PS3s for so long

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Strengthens the case for Hearthstone being an esport

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the Wingman SD is good, feels very low latency even over Bluetooth

I suspect it’ll be due to the rubberised stick and low-resistance triggers, but it feels more responsive than the stock :cyclone:Dreamcast controller hooning around in Crazy Taxi

it does feel weird seeing my Xbox One controller charge from the poor :cyclone:Dreamcast controller ports, I think I’ll be avoiding that particular option


:cyclone:Dreamcast 2 confirmed

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I’d like an Xbox Series S with the black grill replaced with a white/red swirl one.

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I bought a mouse pad (QcK Series | SteelSeries), I think for the first time in my life. I had no idea there was much of a difference between them. My Aim Lab scores went from terrible to mediocre instantaneously. I also bought a Razer Viper Mini (Razer Viper Mini) for $30, which feels nice coming from an ergonomic trackball with a fixed polling rate.

I still prefer wacky gyro controls though. To that end, I downloaded a Steam config for Halo Reach that uses a Pro Controller to emulate a keyboard and mouse. I tweaked it for a more Infinite-like layout. It works surprisingly well, or at least it did on the one round of Gruntpocalypse I played.

Also, as someone who doesn’t play a lot of KB&M games, how did V end up the default melee key over Q? I remember L4D used right mouse click for it so I guess we can blame everything on ADS?

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Q is “tactical ability” in most games now to the extent that in e.g. Apex people will talk about a character’s “Q”. I’ve always mapped melee to mouse 4 but I haven’t played a game that assumes you have mouse 4/5.

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This is totally from memory but I think the first big game to have melee on V was Call of Duty. My supposition is it’s an artifact of Half-Life controls - Q is quickswap, E is use, R is reload, F is flashlight, C is crouch, so if you wanna add a separate melee key (which HL doesn’t have) you’re looking at G or V, and G is usually the separate grenade key (which HL also doesn’t have).

I immediately noticed and complained about this in the Back 4 Blood beta I was playing last night, the L4D shove is a hugely vital tool, how can you just throw it on V, the Australia of keys? ADS ruined my arcade boy

Limiting your thumb to just jump on spacebar is a waste but that’s most keyboards

I don’t have a beef with mices but keyboards are such a problem for PC games. It’s absurd when you start mapping console controls to PC and realize you have fewer available buttons because you can’t assume the player can comfortably and accurately get many keys with their left hand before it starts feeling like an exercise in complexity.

just map shove to a mouse side button

unless you’re not using a mouse with side buttons in 2021

(before someone shoves L4D back in my face, I had shove on right mouse and scope on a side button so I’ve just transitioned over with no brain think)

It’s like shooters aren’t even about punching guys any more.

Most PC games don’t ship default tap vs hold modes and I’ve found that helps a lot in reducing finger movement. Console games ask for it by necessity now.

Yes! Accessibility in games is such a new issue that we haven’t been able to clearly resolve when a
button hold is an ok alternate (obvious: it increases controls complexity. Less obvious: how long of a hold is an accessibility burden, and for how many people?). Like a lot of accessibility design, you’re talking about supporting lots of different possibilities and so adding options is the way to go, but complexity of interface design is still a real problem, and we still need to choose good defaults.

Left 4 Dead is such a gamepad game unless you’re playing infected in versus.

Ever since Quake I’ve needed jump on mouse 2. Any time I’ve played anything that defaults jump to space bar I’ve felt like I’m wearing mittens or something.

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