10-01-2024, 05:46 AM
Hi. I don't know if this is the right place to put this but here goes.
I have long loved lilypad's deadzone removal feature. For those unaware, on older versions of PCSX2 that still supported plugins, lilypad was the default controller plugin. When you would bind an analog control on your controller to an input and turn that input's "regular" deadzone all the way to zero, you could further reduce the deadzone with its "deadzone removal" feature.
This was incredibly useful, as almost all PS2 games have a MASSIVE built in software deadzone with no way to turn it off. This was huge for games like Gran Turismo and Ace Combat, which were 10 times harder to play on original hardware than they needed to be because of this massive software deadzone preventing you from having true precision. To me, this feature is what elevated my experience more than anything with the emulator.
The newest versions of PCSX2 have done away with plugins, and with it, lilypad. And its deadzone removal feature along with it. Because of this, you can't actually remove this deadzone anymore and is a glaring feature omission. Setting the deadzone to 0% in the new versions of PCSX2 does basically nothing because the software deadzone built into games is still present. I have not bothered with anything newer than 1.6.0 for this reason.
But anyway, here is a short video illustrating exactly what I'm talking about using Ace Combat 5. I really recommend watching it if you don't understand what I'm talking about. It will all make sense. It's simply night and day:
Well I was gonna post a link to the video I made illustrating it, but links aren't allowed.
If you haven't played a racing or flying game using this feature, you are missing out. I would argue it's far more important for a good gameplay experience than anything else and this missing feature is holding PCSX2 back. If I knew how to program, I would jump in and try to implement this myself, but I think that's out of my league. So instead, I hope that maybe this will garner enough interest to have it requested enough to be implemented. Thanks for reading.
I have long loved lilypad's deadzone removal feature. For those unaware, on older versions of PCSX2 that still supported plugins, lilypad was the default controller plugin. When you would bind an analog control on your controller to an input and turn that input's "regular" deadzone all the way to zero, you could further reduce the deadzone with its "deadzone removal" feature.
This was incredibly useful, as almost all PS2 games have a MASSIVE built in software deadzone with no way to turn it off. This was huge for games like Gran Turismo and Ace Combat, which were 10 times harder to play on original hardware than they needed to be because of this massive software deadzone preventing you from having true precision. To me, this feature is what elevated my experience more than anything with the emulator.
The newest versions of PCSX2 have done away with plugins, and with it, lilypad. And its deadzone removal feature along with it. Because of this, you can't actually remove this deadzone anymore and is a glaring feature omission. Setting the deadzone to 0% in the new versions of PCSX2 does basically nothing because the software deadzone built into games is still present. I have not bothered with anything newer than 1.6.0 for this reason.
Piggybagging off of this, lilypad also allowed for per axis deadzones. This means that in games like SOCOM (which are among the very few games where you can completely turn off the software deadzone and get raw input), you cannot set a per axis deadzone within the emulator to give the left and right sticks different behavior anymore. For instance, if you set the in game deadzone in SOCOM to zero, you will have raw input and very good precision with the right stick which is good for aiming. However, the left stick shares this setting in game, and is much too twitchy for movement (you're always slightly moving and can't come to a stop). With lilypad, you can set a slight deadzone for the left stick, while leaving the right stick alone, and get the precision you want on the right with the slight deadzone on the left so you can actually stand still. This is not possible with newer versions of PCSX2, because the analog deadzone setting is shared between all analog sticks (which is absolutely asinine).
Well I was gonna post a link to the video I made illustrating it, but links aren't allowed.
If you haven't played a racing or flying game using this feature, you are missing out. I would argue it's far more important for a good gameplay experience than anything else and this missing feature is holding PCSX2 back. If I knew how to program, I would jump in and try to implement this myself, but I think that's out of my league. So instead, I hope that maybe this will garner enough interest to have it requested enough to be implemented. Thanks for reading.