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Dead zone shape rocket league
Dead zone shape rocket league













dead zone shape rocket league
  1. DEAD ZONE SHAPE ROCKET LEAGUE DRIVERS
  2. DEAD ZONE SHAPE ROCKET LEAGUE PRO

Most players have it around 1.3~1.4, because it is the minimum sensitivity that would yield the squared input (maxout the diagonals).

DEAD ZONE SHAPE ROCKET LEAGUE PRO

But take a look at the sensitivity settings of pro players. KBM players essentially have all-or-nothing sensitivities too, which is what high sensitivity does. Some pros use crazy amounts of sensitivity, which is fine. Moving your stick beyond the half-way point doesn't add anything else, the max input will simply saturate to 100%. You only have to move your stick half-way and you'll reach 100% input. What this means is when your raw input is at the 0.5 point, RL will read that as 0.5 x 2.0 = 1.0 (max input). With a sensitivity of 2.0, the effective input becomes. The native raw input is in the range of with a default sensitivity of 1.0. Sensitivity is a multiplier applied to the raw input of your controller. And back in the day before Psyonix added the input sensitivity setting, this was the way to get faster diagonal movement.

DEAD ZONE SHAPE ROCKET LEAGUE DRIVERS

This of course can be changed to "square" through the controller drivers via Steam settings or DS4Windows.

dead zone shape rocket league

Those who mention "cross" as the deadzone shape, actually mean "circle". Most players use circle, and I think the DS4 controller natively uses circle. There are really only two input border shapes: circle and square. Now what you're asking about is the "input border shape" which is basically the shape of how your stick inputs max out. RL has the deadzone shape hardcoded to the cross shape and there's nothing the user can do to change the shape except to adjust how big the cross shape is (via the in-game deadzone settings).

dead zone shape rocket league

Deadzone is supposed to be the small area that you must move your stick beyond to get a response. Steam is also using the wrong terminology. Liquidpedia should change it to "input border shape".

dead zone shape rocket league

I think a few other pros experimented with square for some time but ultimately went with circle + increased input sensitivity. Using circle input with boosted input sensitivity vs square input with 1.0 sensitivity should pretty much be the same except the circle version just might feel faster overall (because of the increased sensitivity).Īs mentioned by others, Scrub went back to cross (actually "circle"). And using the circle input without boosting the input sensitivity will give you some disadvantage, especially when a lot of the mechanics deal with diagonals (speed flip, diagonal dodges, etc.). Emulating a square input is easier by setting the input sensitivity to about 1.4 (see long post below on the exact setting) at the expense of losing some fine control of the car (but this does not seem to be an issue for pros, and in fact they might feel generally slower using a square input and 1.0 sensitivity). This makes getting your setup just right in competitive LANs more difficult as you have more variables to worry about (installing 3rd party software, or enabling Steam settings, etc.). It's more like "input border shape".Ĭhanging to square input is annoying and requires going through buggy Steam settings (the last time I checked which was maybe 2 years ago) or using alternative drivers like DS4Windows.















Dead zone shape rocket league