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DualSense Adaptive Triggers Support

Open VHemmekam opened this issue 2 years ago • 4 comments

DualSense Adaptive Triggers Support

The changes introduced in this pull request aim to provide resistance to adaptive triggers before the ZR/ZL buttons are pressed, offering a more immersive and responsive gaming experience. I also resolved a bug for the DualSense controller, ensuring that setting analog_trigger_activation_threshold to 100% is now reachable.

The adaptive triggers can be customized through the missioncontrol.ini file, and they are enabled by default. They perform best (by my opinion) when the analog_trigger_activation_threshold is set to 100%.

Configuration

analog_trigger_activation_threshold This existing property influences the end section of the adaptive triggers. dualsense_enable_adaptive_triggers Enables or disables adaptive triggers for the DualSense controller. dualsense_adaptive_triggers_resistance Allows the customization of the DualSense adaptive triggers resistance. Valid range is [0-9], where 0 represents light resistance and 9 represents heavy resistance.

Future

In the future, it would be interesting to enable users to create scripts (or files with memory addresses) for specific game titles, which MissionControl can utilize to adjust the adaptive triggers according to the game's current state.

Credits

I would also like to thank Mxater for his valuable contribution of the DualSenseSupport project. His code served as an essential reference and inspiration throughout the development of this pull request.

Binaries

MissionControl-0.10.0-dualsense-adaptive-triggers-2e08477.zip

VHemmekam avatar Nov 29 '23 00:11 VHemmekam

Was Adaptive Trigger support ever pushed to master?

finnhagard avatar Oct 27 '24 00:10 finnhagard

You can see the state of the pull request at the top. Requests show as merged rather than open if they have been merged. I have requested changes to this which are yet to be acknowledged.

This is not really adaptive trigger support, btw. It just allows a user to set an initial trigger resistance. It won't respond to your gameplay.

ndeadly avatar Oct 27 '24 06:10 ndeadly

I see, would something like that ever be possible, or would it require the game to be designed/modded for it?


From: ndeadly @.> Sent: Sunday, 27 October 2024 19:51 To: ndeadly/MissionControl @.> Cc: panneff @.>; Comment @.> Subject: Re: [ndeadly/MissionControl] DualSense Adaptive Triggers Support (PR #757)

You can see the state of the pull request at the top. Requests show as merged rather than open if they have been merged. I have requested changes to this which are yet to be acknowledged.

This is not really adaptive trigger support, btw. It just allows a user to set an initial trigger resistance. It won't respond to your gameplay.

— Reply to this email directly, view it on GitHubhttps://github.com/ndeadly/MissionControl/pull/757#issuecomment-2439878264, or unsubscribehttps://github.com/notifications/unsubscribe-auth/BMCDG2VBUD2RCVTCKBTAP33Z5R5PBAVCNFSM6AAAAABQVIZX7GVHI2DSMVQWIX3LMV43OSLTON2WKQ3PNVWWK3TUHMZDIMZZHA3TQMRWGQ. You are receiving this because you commented.Message ID: @.***>

finnhagard avatar Oct 27 '24 06:10 finnhagard

The latter. You need something generated by the gameplay to drive it off, and outside of PS5 or maybe some specific PC games you're not going to have that.

ndeadly avatar Oct 27 '24 07:10 ndeadly