Mathieu Laurendeau
Mathieu Laurendeau
_From [[email protected]](https://code.google.com/u/118159027649630789302/) on March 01, 2012 00:24:18_ **Labels:** -Priority-Medium Priority-Low
This was related to low-DPI mice (below 2000 DPI).
Thanks for the tests and suggestions. I'll make it possible to have negative dead zones so that users can compensate high multiplier themselves.
This will take effect in GIMX 6.3. See #414.
Hi Lucas, Thanks a lot for the comment! Been a long time I did not work on the mouse translation algorithm. This makes sense. Preserving x/y equals preserving y/x which...
I pushed another translation algorithm here: https://github.com/matlo/GIMX/tree/dev-mouse I tested it with KillZone on PS4, it is a game changing improvement :smiley:
The input motion residue was incorrect in the dev-mouse branch. I fixed it using the following approximation: ``` theta = gamma * alpha / beta ``` with: ``` alpha: input...
Any feedback on this?
Hi, Please update GIMX to the latest version and report the result.
This log file is different and shows an error that is related to the adapter.