05-24-2022, 04:41 AM
(This post was last modified: 02-19-2023, 06:00 AM by IPlayWithHex.)
[Update - 2/18/2023] The Axis Scale setting in the controller config settings I mentioned below has been renamed Analog Sensitivity in recent versions of PCSX2 and is now percentage based. Setting it to 133% fixes diagonal directions with the analog stick for my Switch Pro and ZD controllers.
[SOLVED]
Setting Axis Scale to between 1.10 and 1.30 in the controller config settings should fix the issue where the diagonal directions don't work properly on some controllers. A setting of 1.10, I believe, worked for my Switch Pro Controller and my ZD gampad.
Thanks to Terantatek who mentioned this on a different thread.
So I've noticed some games like MGS 2&3 and Stolen don't handle diagonal input from analog sticks well in the QT build; like if I go in any 'pure' diagonal direction I start walking. I've tested this with two controllers, a switch pro and a wired ZD(a generic 360/xinput). This doesn't happen with either of these controllers in the same games in the non QT builds.
I'm assuming whatever controller code is in this build comes from Duckstation? I have this same problem in Duckstation too actually.
Does anyone else have this issue? I mean, I'm not ruling out the possibility that it's just the analog sticks on my controllers are worn, but like I said - don't have this issue in the standard builds. Only in QT(and in Duckstation...)
*Potential Workaround*
By default the QT builds are set to use an SDL input backend. However, if you navigate to Settings-->Controllers-->Global Settings you can uncheck 'Enable SDL source' and turn on the 'XInput source' option and remap the controller bindings. This may fix your controller, if you're having similar input issues with your analog sticks.
For me the using the XInput backend fixed this problem with my ZD wired controller but NOT my Switch Pro controller, sadly.
[SOLVED]
Setting Axis Scale to between 1.10 and 1.30 in the controller config settings should fix the issue where the diagonal directions don't work properly on some controllers. A setting of 1.10, I believe, worked for my Switch Pro Controller and my ZD gampad.
Thanks to Terantatek who mentioned this on a different thread.
So I've noticed some games like MGS 2&3 and Stolen don't handle diagonal input from analog sticks well in the QT build; like if I go in any 'pure' diagonal direction I start walking. I've tested this with two controllers, a switch pro and a wired ZD(a generic 360/xinput). This doesn't happen with either of these controllers in the same games in the non QT builds.
I'm assuming whatever controller code is in this build comes from Duckstation? I have this same problem in Duckstation too actually.

Does anyone else have this issue? I mean, I'm not ruling out the possibility that it's just the analog sticks on my controllers are worn, but like I said - don't have this issue in the standard builds. Only in QT(and in Duckstation...)
*Potential Workaround*
By default the QT builds are set to use an SDL input backend. However, if you navigate to Settings-->Controllers-->Global Settings you can uncheck 'Enable SDL source' and turn on the 'XInput source' option and remap the controller bindings. This may fix your controller, if you're having similar input issues with your analog sticks.
For me the using the XInput backend fixed this problem with my ZD wired controller but NOT my Switch Pro controller, sadly.