09-04-2015, 07:28 PM
I've been trying the software with my DS4 yesterday and I noticed that the analogs don't behave exactly the same as they do with the DS3.
With the DS3 there seems to be a "dead zone" when the analog is completely pushed to a side that is quite large. If you are in a game and push the analog forward to run, you will be running even if the analog is not pushed at 100%, which is fine because you always keep running even if you move the analog.
With the DS4 there is that dead zone too but it's really smaller... too small actually. You really have to push the analog as far as possible to run. If you release it juuust a little bit I start walking instead of running. The big problem actually is when I'm trying to move to the left or to the right while running forward. It seems that since the deadzone is too small, I start walking instead of running. Even when pushing the analog at 45° as far as I can without breaking the controller, my character on screen will be walking. With the DS3, my character will keep running.
I've seen this behavior in 2 games so far, Goat simulator and Final Fantasy XIV.
I'm not sure if you do understand what I'm trying to explain, but here's a drawing that kinda explain the "dead zone" difference.
[attachment=57014]
Because of that I think there should be an option to adjust the "100% dead zone" so that when the controller is sending over x% (let's say 90%) forward then the game should read it as 100%.
With the DS3 there seems to be a "dead zone" when the analog is completely pushed to a side that is quite large. If you are in a game and push the analog forward to run, you will be running even if the analog is not pushed at 100%, which is fine because you always keep running even if you move the analog.
With the DS4 there is that dead zone too but it's really smaller... too small actually. You really have to push the analog as far as possible to run. If you release it juuust a little bit I start walking instead of running. The big problem actually is when I'm trying to move to the left or to the right while running forward. It seems that since the deadzone is too small, I start walking instead of running. Even when pushing the analog at 45° as far as I can without breaking the controller, my character on screen will be walking. With the DS3, my character will keep running.
I've seen this behavior in 2 games so far, Goat simulator and Final Fantasy XIV.
I'm not sure if you do understand what I'm trying to explain, but here's a drawing that kinda explain the "dead zone" difference.
[attachment=57014]
Because of that I think there should be an option to adjust the "100% dead zone" so that when the controller is sending over x% (let's say 90%) forward then the game should read it as 100%.