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[BUG] Gyro too shaky to play Until Dawn #455
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It does apply a deadzone for gyro. It’s not gyro that’s changing, it’s the orientation values. This is due to switching from using the Steam deck’s orientation values to calculating an orientation in 1.9.1 using madgwick bc it was needed for calculating orientation correctly when a signal is received and for calculating correctly when using vertical gyro (holding steam deck vertically instead of horizontally and moving forward to back instead of tilting. |
@piojanu you can change back to 1.9.0 which has more steady motion for Steam Deck. See https://itsfoss.com/downgrade-flatpak-packages/#downgrade-flatpak-packages-in-linux |
@piojanu I added a fuzz to the calculated quaternion which should fix the problem. I tested it with the keyboard motion function and it appears to be applied well. Here is the updated build: https://github.com/streetpea/chiaki-ng/actions/runs/11698586254/artifacts/2150696534 You can first unzip it to your downloads folder and then make it executable with:
and then open it with:
Then, close it and you can copy settings from the flatpak with
Then you can launch it again and use it. |
I've downgraded and it seems to work fine thanks! 🙏 Side note: other than in the guide, don't use |
@piojanu can you try the new build? It should fix it as well and then contains the improvements. This is also important bc this is what all future versions will use. |
I had a chance to test it more in-game (previously I've checked it on the PS5 keyboard) and it's much better but still too shaky on 1.9.0 (even if I leave the deck laying down on the table it sometimes registers some movement and in-game the QTE fails). It might be just that the game is too sensitive (I have similar problems with right stick, even when playing on PS5 and there are no options to change the sensitivity in-game...). Now I'll test the new build. But is there a way to make the gyro less sensitive in the SD controller settings? Thanks for your work! EDIT: I see the artifact expired (and all other recent builds). Could you rebuild master? EDIT2: I've downloaded it now somehow 🤔 I've logged in to GH and it worked (I swear I've tried it before and it didn't work, but yea). |
@streetpea I've tested the linked build and it works well in the PS5 keyboard. It is stable and accurately captures the movement. However, in-game, even if I lay the SD down on the table, it captures some movement and fail the QTE 🤦♂️ This game is just broken. Too sensitive, without any option to change it. We can resolve this one. Or do you want to explore it more? |
@piojanu can you try with an attached dualsense to your Steam deck and see if that’s any better |
@piojanu you can try recalibrating your Steam deck gyro. I think there’s also settings to change it near there. |
I'll try with DualSense when I'm back home tomorrow 👌🏼 I've already tried recalibrating with 1.9.0, but I'll try again. Thanks! |
It still fails after the calibration. But quite interestingly, it fails also with the Dual Sense 🤔 The same Dual Sense, in the same QTE, works when playing on PS5 directly (I've checked it). What could it be? EDIT: I've disabled the Steam Input for the DS following the guide on the website. |
@piojanu can you try this build and see if it's any better: https://github.com/streetpea/chiaki-ng/actions/runs/11901562750/artifacts/2204127559? |
Now I'm past this QTE, but when I'll bump into another "don't move" one, I'll check. Please note that this game doesn't have saving system so I can't go back. |
Describe the bug
When I play the game Until Dawn, the native gyro input is too sensitive (or just lacks the deadzone) so the gyro QTE always fail.
To Reproduce
You can see the shakiness when you open the keyboard on PS5 (in the remote play through chiaki ofc) and just lay down the SD. The gyro isn't stable, it moves in random directions.
Expected behavior
I'd expect no gyro input when you hold the SD still.
Desktop (please complete the following information):
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