Version 0.20 is bringing many new stuffs and I hope its quality is good. I was thinking to code more things for this release, but it would have even more delayed the release date. Issues 66, 68 and 70 (enhancements, not bugs) will probably be fixed in the next release.
There also are a few things I want to work on.
- Translation tables
I already studied the stick position to rotation speed relation some time ago (link). Measuring rotation speed for each stick position is quite painful, and I’m thinking to design a tool to automate it. I want this to work with a cheap video capture card (about 10$).
Why do I want to study rotation speed? I want to add some translation tables (there will be one different translation table for each game) so that a 1:1 translation can be achieved. A 1:1 translation means that if you double your mouse speed, your rotation speed will double. This aims to produce a better PC-feel.
Following chart gives the rotation speed vs stick position measured for COD:MW2:
Following table (values do not correspond to the above chart) shows how to perform a 1:1 translation:
|position||speed||1:1 speed||1:1 position|
Second column is the measured rotation speed.
Third column is the speed that we would expect with a 1:1 position to rotation speed translation (position*max speed/max position).
Fourth column is the translation of the position to perform a 1:1 translation. Look for the expected speed in the 2nd column (closest value) and look what position it is in the first column, this gives the 1:1 position.
The translation looks like this:
- Better precision for the right analog stick
8-bit precision allows 256 stick positions. 10-bit precision allows 1024 stick positions. More positions give a finer control. As a comparison, a high-end mouse reports x and y values with a 16 bit precision.
The official sixaxis page tells that analog sticks and l2/r2 buttons have a 10-bit precision. This is wrong: stick and button positions are reported with a 8-bit only precision. Only motion sensing controls have a 10-bit precision. This is lame because many people are saying that the Xbox360 pad is technically lower than the Sixaxis (8-bit precision vs 10-bit precision), which is absolutely wrong.
We can’t change the precision of the sixaxis emulator, but it is probably possible to build a usb gamepad interface that has a precision higher than 8-bit for the right stick.