Forums » Suggestions

Gear VR First Person View Joystick controls WAY too sensitive!

12»
Oct 30, 2016 thecamelman79 link
Am I the only one that thinks the anlog sticks are way to sensitive for pitch and yaw etc for any kind of dog fighting in VR? I mean they are fine for just flying around even if they are mapped backwards by default. Although they are just to touchy for Dog fights. I've talked to a few of you on the open channel in game and i know i'm not the only gear VR user that feels this way, and i know all game pads are not created equal. So a simple fix would be to add some sort of slider adjustment in the controls menu so pilots could tune per their preferance, something i was really hoping for in the last update that just came out and was grossly disapointed to see it hadn't been pointed out yet.
As it is the only fix for dog fighting is to go into x/advandance options/ VR options/ head steering-select "fixed world lock hud to ship" and then back all the way out. which i may sound like a whiner, but the time that takes is an eternity when you have enemy ships bearing down on you. not to mention while it is fun some times to have a full body work out playing human turrent in your swivel chair. some times it would be nice to simply act like a real pilot and look straght ahead and follow your targets out the side windows as they fly by with out breaking your neck or looking at the floor trying to steer your ship simply becuase your sticks are to twitchy. At bear minimum i should be able to toggle head steer on/off like flight assit instead of going trough a multitude of menus. and while im on the subject why aren't L2 and R2 bindable useable buttons? i'd love to use these for strafing or rolling since the left and right on the d-pad are reserved for target locks.
I've tried adjusting the dead zones in the lack luster joystick options with no effect and even adjusted the mouse sensitivity options thinking that might have an effect ( which you may want to clean up menu option that have not use in gear vr versions, just a suggestion) the gamepad i'm using is aSATECHI ST-UBGC Bluetooth. I know this quite a few complaints but i want to sum up by saying it is really a great game that has become my "go to" game on my GVR . It's just if such a simply thing like joystick sensitivity could be fixed, i could play this game like i want to which would be a mini Elite Dangerous . First person view , look around the cockpits, steering with my sticks, not playing turrent command every time i get into a fight.
My flight controls are left stick X-axis/pitch y-axis/yaw right stick x-axis/full thrrottle,stop,full reverse y-axis/roll
Nov 21, 2016 TyD59 link
I totally agree. My controller is a Madcatz Surfr. I find steering way too sensitive. I wish there was a sensitivity control in the menus. Before I played VendettaVR, I was only using my phone & controller. I figured VR would be best with a joystick while head movements were only to change view. Playing on phone only I decided the joystick was practically unusable. I resorted to accelerometer navigation. Now when I play in VR, I really really really wanna use the joystick to navigate. I want to save the accelerometers for viewing the huge beautiful universe.

Vendetta, please add joystick sensitivity to our menus. Two joysticks would be great.

-TyD
Nov 21, 2016 Faille Corvelle link
+1

I use "look to steer" for this exact reason.
Nov 22, 2016 Skytex link
+1
Nov 22, 2016 incarnate link
Noted, we're looking into ways of improving this, and if there's something we can implement quickly.
Nov 23, 2016 incarnate link
So, we're rolling out an update for GearVR tonight, to help mitigate this.

In my opinion, it is much better than it was before. But we'll see what everyone else thinks.

Basically, we changed three things, specific to the analog sticks on Xbox/PS4-style controllers (like the SteelSeries and Moga and so on):

1) Analog input response is now a custom curve instead of linear. The curve starts out with a little bump, to give some immediate feedback, and then is a slow ramp to around 60%, where it starts to ramp much more steeply to 100%. This means more accurate "small motions" using the analog sticks are much easier, that are in the earlier part of the curve.

2) Drastically reduced the deadzone for analog sticks, from 10% down to 2%. This means an extra 8% of the controller range is now available. Reducing deadzone is a little risky, if there are some terrible Chinese controllers out there that have really jittery analog sticks, but we'll see how it goes, we suspect it'll be much better for most people. Hopefully we don't get slammed in bad reviews by those people who have crappy controllers (like we did on the "spinning" issue).

3) We reduced maximum input saturation from 5% down to 0. This is basically the "outside dead-zone", after which all values are considered to be 100%. This is primarily for analog sticks that cannot reach 100% for some reason. The Xbox 360 controllers were kind of notorious for this. But generally it isn't as much of an issue anymore, and hopefully we can get rid of this safely. The only real downside is some people with not-so-great controllers may not be able to hit 100% on certain things. This also pushes the overall "improved control range" to a 13% over the prior version (8% + 5%).

If this works well, we'll propagate it to non-VR Android, and beyond. We would like to make a more involved curve-editor and fully customizable controller sensitivity system. But that's a pretty big time investment, more than I can spare right now.
Nov 24, 2016 abortretryfail link
If you could make that feature configurable for all joystick axes, that would be fantastic
Nov 24, 2016 incarnate link
It depends on what you mean by "configurable"? If you mean applying this work we did above, to any joystick axis, that's probably not too hard.

But, if you mean being able to adjust all the parameters, and define your own curves (which is really the ideal), that's a bit more complex.

Also, it's notable that this is being applied specifically to gamepad-style analog sticks. I'm not sure what the current settings are for flightstick-style controllers on PC, but there's a good chance they may be different. Plus, on PC there are a lot of external options for ways to define custom curves on joystick input. But, it is something I would prefer to have universally supported, if I could.
Nov 25, 2016 Skytex link
Definitely good to hear it coming to non vr. The sensitivity is way too high for aiming Avalons at long range with with speed or sniping with rails.
Dec 02, 2016 thecamelman79 link
Wow! thank you so much Incarnate.

I honestly had quit playing for a while because my thread had gone a few weeks with out a single reply, and no lie i actually pulled a muscle in my neck trying to up my combat and weapons skills up on a 12 hour binge session due to using Look to steer. I was playing every day or so but it tool about a week before my neck was right again and then i didnt pick it back up till just the other day and was extremly excited to see the change log notes when i logged in.
With the changes you made i will admit it is deffinatly an improvment, but I still find it to twitchy. Is it to much to ask to get some sliders to adjust to personal preferance since not all controllers will respond the same and everyone will have differnt play styles. the best example i can give i guess is when get within firing range of a Artimis Collector that is stationary mining at an asteroid id like to be able to put my cross hairs dead center of him and even at a reasonable distance with you modification the smallest input on the sticks it still over shoots center and take a dozen or more thum sticks inputs if im lucky to get the cross hair center.
Dog fighting it self i had an epiphany thinking that part of the issue is probaly how the AI flys the ships in V.O. vs. tradtional space shooters making FPV controler piloting more diffuclt as in Vendetta the AI freely uses "flight assit off" mode of flight zig-zaging around alot more than say most space shooters that use a controller for piloting where the AI has more of a traditional "Air Plane" like flight pattern. This "flight assit off" mode is addmitly easier to combat in (look to steer) mode, but none the less some personal custimizable options could midigate this disadvatage.
Also R2 and L2 do not have any bindings to them. Would it be possible to bind one of these to quickly change between (head steering-select "fixed world lock hud to ship") and controller mode similar to the way the flight assit button works? this would allow the best of both worlds and really make for some outstanding combat tactics.
Again, Thankyou for the work you did already, it is a vast improvment , i just would not call it finished.
Thanks.
Camel
Mar 20, 2017 Stinkpalm link
Sorry to necro this, but its the most relevant to my question.

Any update on migrating those controller changes to the non-Gear VR android devices?
Mar 20, 2017 incarnate link
It keeps getting delayed.. like, week-by-week. We totally thought we were going to ship it last week, and then had some new conversations with Google about another thing.. and then it went out the window. There's been lots of that. I think it's been on the docket for "Friday" like 6 different times this year.

It's slated for the next real PC release, but that could be anywhere from.. Friday to.. next month? I don't know really. Development scheduling is kind of "reactive" right now, due to the number of corporate partners involved.
Mar 21, 2017 Stinkpalm link
Thanks for the response. FWIW the controls in gear vr do feel much "softer" than the Android release. Looking forward to whenever it gets added.
Mar 21, 2017 incarnate link
Now that I think about it, I thought we had added that to regular Android releases already?

Perhaps not. I'd have to check. I was thinking more of our releasing it for PC, which keeps getting delayed.

In any case, it will become "universal" across all platforms, before long.
Mar 21, 2017 incarnate link
Per Ray, this was already released onto regular-Android. So, if you're seeing some actual difference, and you're 100% sure it's real, then please let me know (perhaps in Bugs).

But, keep in mind the "feel" of this can be hard to judge, especially when wearing a VR headset versus not-VR.
Mar 21, 2017 ohshtwaddup link
Was this put on android -controller setups without vr? I noticed my moga is a bit smoother but its still really jumpy and oversteer is an incredible handicap
Mar 21, 2017 Luxen link
As raybondo just said, via incarnate, this was released onto non-vr droids too.
Mar 22, 2017 Stinkpalm link
It may just be perception from the extended FOV in VR. I get the same feeling playing Elite with a HOTAS on my Vive
Mar 23, 2017 Phaserlight link
So, I don't wish to be contrarian, but I thought I should add that to me the new controls in Gear VR are not nearly sensitive enough. As a player of 13 years, I am used to far more "twitchy" controls. I switched to PC last night and what a world of difference. I was able to navigate the race tubes without feeling like I was fighting a gust on a close-hauled sailboat.

PvP I will need more practice in before formulating an opinion, but my impression is that I would currently fare better on the tighter PC controls.

It should also be noted that I am using a Gamesir G4S, so any issues I experience may be getting filtered through this controller.

Not trying to be a black sheep, it just seemed wont to speak up when I appear to be experiencing the opposite of the current consensus.
Mar 23, 2017 Stinkpalm link
Nothing wrong with that opinion, Phaser. Its a fact of gaming that PC controls (Mouse & keyboard) will be more accurate than a controller. Take the best console FPS player and toss him in an arena with the top PC FPS player and it'd be a bloodbath. VO is similar in that it is a "twitch" combat game. The lower on the skill scale you go, the more vast the difference between controller and m/kb becomes. You've got to compare your Gear VR experience pre-change to your Gear VR experience post-change. Comparing your controller to PC isn't necessarily a fair comparison.

I believe Inc has said that a sensitivity slider would be a good bit of work to implement. Would creating sensitivity "presets" be as labor intensive?