Posted July 17, 2016
So after struggling with the awkward controls for days, I think I've finally achieved a proper analog stick behavior for this game. Most of the problems could be solved with the help of the excellent pcgamingwiki.
Problem:
- Ingame VSync caps the framerate to 30.
Solution:
- disable ingame vsync, force vsync via driver (crimson didn't work for me) or third party tool (D3DOverrider (included in Rivatuner))
- cap fps to 60 via driver or third party tool (MSI Afterburner)
Problem:
- deadzone of analog sticks is too large
Solution:
- use a XInput wrapper () or a DirectInput wrapper if necessary ([url=https://github.com/x360ce/x360ce]x360ce) and raise the anti-deadzone parameter
So now I could play with vsynced 60fps and better deadzones, but the sensitivity of the right thumbstick was still too big. The reason for this is that the sensitivity is somehow tied to the framerate, it's playable with 30fps but not really with 60fps. Sadly there is no ingame option for analog stick sensitivity, only one for the mouse. Well, then why not map the analog stick to the mouse I thought to myself. Said and done:
Problem:
- sensitivity of the right analog stick is too large when playing with 60fps (->too fast camera movement)
Solution:
- get a tool (Autohotkey script) to map the right stick axes to the mouse axes.
- find a good combination of in game mouse sensitivity and the mouse setting of the mapping tool, also set the xpadder deadzone setting as low as possible (see attachment)
I had no luck with autohotkey and couldnt achieve a slow and smooth movement with it, so I tried xpadder (you have to set compatibility mode to vista to use the freeware version with windows7) and it worked! With the right combination of mouse settings in xpadder and Dead Space I can now play the game how it's meant to be played (good sensitivity and deadzone in normal mode and aiming mode).
See the attached image for the settings I've made (results can be different with other controllers of course).
Problem:
- Ingame VSync caps the framerate to 30.
Solution:
- disable ingame vsync, force vsync via driver (crimson didn't work for me) or third party tool (D3DOverrider (included in Rivatuner))
- cap fps to 60 via driver or third party tool (MSI Afterburner)
Problem:
- deadzone of analog sticks is too large
Solution:
- use a XInput wrapper () or a DirectInput wrapper if necessary ([url=https://github.com/x360ce/x360ce]x360ce) and raise the anti-deadzone parameter
So now I could play with vsynced 60fps and better deadzones, but the sensitivity of the right thumbstick was still too big. The reason for this is that the sensitivity is somehow tied to the framerate, it's playable with 30fps but not really with 60fps. Sadly there is no ingame option for analog stick sensitivity, only one for the mouse. Well, then why not map the analog stick to the mouse I thought to myself. Said and done:
Problem:
- sensitivity of the right analog stick is too large when playing with 60fps (->too fast camera movement)
Solution:
- get a tool (Autohotkey script) to map the right stick axes to the mouse axes.
- find a good combination of in game mouse sensitivity and the mouse setting of the mapping tool, also set the xpadder deadzone setting as low as possible (see attachment)
I had no luck with autohotkey and couldnt achieve a slow and smooth movement with it, so I tried xpadder (you have to set compatibility mode to vista to use the freeware version with windows7) and it worked! With the right combination of mouse settings in xpadder and Dead Space I can now play the game how it's meant to be played (good sensitivity and deadzone in normal mode and aiming mode).
See the attached image for the settings I've made (results can be different with other controllers of course).
Post edited July 17, 2016 by russellskanne