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The current presets are modeled after first party dual sense, Xbox, and switch pro pads for reference.
We do have a standard dead zone for everything on the thumb stick, though some definitely have more play than they should. In general, a little bit of lateral motion is anticipated so it’s not an absolute as you might expect.
There is a fairly simple sanity check at play, as it’s making sure your lateral movement isn’t over that set threshold (less than 0.5 I think), however, we actually allow players to cancel out of the vortex move into a drift move, so we keep monitoring it at all times.
Hindsight being 20/20, rebinding would be an excellent thought. The problem with rebinding is it requires a lot of planning beforehand, and since we support four platforms out of the gate in six languages, the complexity goes up by a ton. Definitely something we’re gonna do in future games, although it would be a monumental task for this one at this time.
It's actually fairly new (straight out of my hoarded stock) and sticks are behaving nicely, but you are right, deadzone seems to be the factor.
By Steam client's measurement, the outer boundary of the deadzone is 6000-ish (out of the maximum 32K outer ring.) Lots of drift misfire.
I've tried another controller, GameSir G7 SE, whose deadzone is 2000-ish. No drift misfire.
So the sweet spot seems to be somewhere in between... but I guess it's okay as is? The issue can be circumvented by Steam client's settings, that's what they are for. I guess I'm just providing some sample numbers
I understand and agree that to retrofit the rebind ability would be a nightmare😅
I like it when buttons are preferred at the trigger position, such as this game, pinball and stuff. You don't need trigger stop when they are buttons to begin with
If I direct the stick anywhere that isn't *exactly* up or down (and I mean by like ≤10 degrees) it turns into drifting. I ended up using the Deck's trackpad instead of using the stick because there I can just *press* up/down/left/right.
Now steam deck we *have* tested extensively, and we’ve seen zero misfiring there, either internally or externally.
Again, we have a not altered the default dead zone for the sticks in the game. It always assumes that there’s going to be some lateral movement with up or down so we allow for that.
If you’re seeing it on your unit, that may be specific to your hardware or settings? Have you made any changes to your dead zone or sensitivities?
Another thought is, you should really be flicking the stick to do the moves and the only holding action required is to do the vortex.
Fwiw the demo and full game use the same control programming, no differences there.
I don't think the flicking thing is it since the misfire is never vortex (hold) instead of drift (flick), only the other way around. Although I haven't actually used the boost much yet (only got in one session of a few stages on the Deck so far), so I don't know if it has this problem with 2 flick-inputs as well.
The only thing that comes to mind that I might be doing differently than a hypothetical "typical Steam Deck user" is launching the game in desktop mode. I use the Deck as a replacement for a university laptop with a bluetooth keyboard and mouse so I prefer to just keep it in desktop mode rather than gaming mode or switching back and forth.
(Unrelated to the drift issue, but since I'm talking abt the Steam Deck performance I might as well mention that there's been a minor sound issue with the sound having a bit of a crackling distortion from time to time - nothing game-breaking obviously and it never gets so distracting that you can't hear the music/voices/sfx at all. Probably not a problem with my Deck's speakers since other games didn't have this issue, but I haven't tested if it still happens with head/earphones.)
Hmm ok. I’ll have to look into desktop mode. I wonder if it’s doing anything funky to the dead zone.