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Lastly, what's your take on xbox vs ps4 controllers? I've been using xbox controllers on the PC for years but I'm considering switching to the PS4 because I feel like build quality has dropped off a cliff since since the 360 days.
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His reasoning for it is sound (you can rely on the car always being at the center for the screen), but the camera is much less janky when rotating around you with lower stiffness, personally I've noticed it helps a ton with dribbling. I also changed my camera stiffness from 1.0 to 0.5 a few days ago, I would recommend trying it for anyone else that watched Lethamyr's video on settings and stuck with 1.0. I wouldn't call it particularly light though, especially for a competitive game. Great advice, the game is now buttery smooth. Holy crap, I had my max FPS set to 100 for the longest time and bumping it to 120 makes a world of difference. I made a post about this issue and suggestions for better input options regarding Rocket League here.
BEST DEADZONE SHAPE ROCKET LEAGUE DRIVER
To give a better example, the game reads input from a program like Durazno/Steam (source) but Durazno/Steam requires input from your controller driver (raw). This is not to be confused with raw input, which is the input your controller sends to the computer. So you still require to give a minimum source input value for an effective half-flip.īy "source", I mean the input that the game reads prior to its own calculation. used for Half Flipping) doesn't have a deadzone option, but seems to be based off of source input even if you have your sensitivity values set to maximum in-game. Even if you have the highest sensitivity settings, you will still require 0.8 input from the "source".įlip canceling (e.g.
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What this means is if you have a 0.8 dodge deadzone, then you will require 0.8 "source" input for the game to read. The game entirely ignores your sensitivity values set in-game over the deadzone values. This is actually caused by how the game treats deadzones and sensitivity sliders. I'm actually able to perform halfflips flawlessly using steam squaring, and without, and increased sensitivity I still have to work hard for it.
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If this is actually what steam square does, it makes no sense to me how it could feel so different than just increasing sensitivity, as it is 100% the same. For visibility, I'm replying to the first comment in the chain but referring to something later down which I will quote. Good guide for beginners though, nice work. Nowadays you don't use any additional deadzone shape, instead you just use the ingame sensitivity settings to boost those values and 1.4 is about the minimum value you need as sensitivity to get 100% input value in every direction for all ingame calculations. Just to expand: Some pros used the Square Deadzone Shape for getting 100% input for diagonal movement of the thumbstick (Not necessary anymore) and the default Circle is just the normal output you got from any controller and the cross is referencing to the ingame Deadzone shape of Rocket League which is set as crosslike deadzone and means, those players are not using any additional deadzone shape.Īlso the only reason why people still use Square Deadzone shapes is because back in the days there were no sensitivity settings, so you only could have 100% diagonal input value by modifying your input value with a square deadzone shape. Many pros used to use, but the meta nowadays is using the default (also called "cross deadzone")
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