(04-07-2014, 09:14 PM)electrobrains Wrote: [ -> ]I found some error in the cursor-motion logic, but nothing that should have failed to account for your fine motion. Still, I corrected other mistakes that might have screwed things up if you are using a non-100 Touch sensitivity (cursor motion multiplier of non-1.0.) Try again and see if things are ever jumpy or jerky with jitter compensation on, because I can't provoke the issue anymore.
I should note that the behavior in question was present for me at both the default 100 sensitivity and others; in fact I turned it down precisely because it MITIGATED it. It was also true with two separate DS4s so I don't think it was a hardware thing.
The good news is, IF jitter compensation is enabled, this current build no longer experiences the jumping! I'm able to crank my sensitivity from 73 to 91 without wanting to throw my controller out the window every time I try to click a tray icon or line up a distant shot.
The bad news is, there's also a sort of acceleration lag on mouse movement (if you swipe your finger, the cursor seems to accelerate to the appropriate speed and then decelerate out of it) if you leave your finger on the pad... that is to say, if you swipe but don't lift your thumb afterward, the cursor sort of glides lazily around where your finger is resting, whereas a swipe-and-lift produces snappy cursor motion. This is especially noticeable if you try to wiggle the cursor around very rapidly in a little figure 8 shape or something similar (not that you'd ever do this during normal use, of course), you'll see how as your thumb moves back and forth the cursor just sort of hovers in one place or just barely edges in one direction, presumably because it's not able to fully start its motion before it gets pulled in the opposite direction.
I don't THINK this new behavior is related to the fix itself since the behavior is present even with jitter compensation
disabled (I can get a swishy, squishy glide AND some grid snapping behavior with that checkbox unticked, lol) though I personally greatly prefer the older motion and if it's possible to retain that sort of rigid responsiveness without giving up the degree of fine cursor placement accuracy you've got with this, I think it would be a perfect implementation of the trackpad.
Anyway, thanks for your serious effort on this issue, I know it probably feels pointless given how well it evidently works for your purposes but these changes are night and day on my end in terms of comfort and usability.
EDIT: While I've got your ear about mouse behavior, I don't suppose you're doing anything particular with your mouse button presses that might be nonstandard? e.g. in Warframe, pressing right-click via the lower-right of the pad causes the game to think I've never UNpressed it (it will keep me in iron sights, it also has a weird tendency to break menus because if I right-click the game will do nothing until I grab my actual mouse and right click to "unstick" it... it's like DS4W is sending right mouse press but never right mouse unpress messages) in Goldeneye Source, it will cause my sights to flick on and off immediately and it is impossible to hold them. I can't get any of DS4Windows' right click commands to consistently work anywhere but Windows itself.