Experiments In Game Inputs, also post your own

Well, since I upgraded to Windows 10, the expected result of MotionInJoy not working anymore happened so my DualShock3 is useless, except for using it on my PS3, naturally.

Since my Steam Controller won't be here until November, and I splurged to buy a fighting stick, I thought, well, let's use that! It's not fancy, but it has remapping and macros, so might be doable.

So here let us chronicle using inputs in an abnormal manner.

First off, and I really didn't realize this, but arcade sticks are digital and can only go in their eight directions. There is no 'push lightly to walk, push farther to run' like in analog stick land.

Yeah, I've always hated analog sticks for fighting games-- it's a big reason why I kinda stopped playing fighters since the PS2. I used to have this old Namco PS1 fighting stick that was fantastic for every fighting game out there through the PS2 era, but after that... Analog is just too touchy for me to pull off faster/more precise actions like in Marvel vs Capcom 2 or the Tekken series.

Now I just forego fighting games, unless they utilize analog controls better, like Gang Beasts

I'd play more pc action games if they supported the DualShock 4 controller. It's been a while since I tried, though. Are modern pc games supporting it now, or is there a reliable Windows 10 driver for it?

For some reason, it appears that to most games my joystick is an XInput device, and since there's basically only one of those, it's always bringing up xbox icons.
I've figured out most of them though, 1-8 are A,B,X,Y,then triggers and buttons. I assumed 9 & 10 would be select and start, but that doesn't seem to be the case.

Played Ori and the Blind Forest for a bit, controls fine.

I want to play SFV on my own terms

Picked up two of these:

Zero Delay Arcade USB Encoder

Now to do some cabinetry.

Maybe OT, but you said "Experiments in game inputs", so...

An experiment I'd like to conduct (but have no idea how) would be to capture the inputs from one game played with a controller, and feed them into a totally different type of game that's also played with a controller. For example, console FPS and racing games both use the triggers and sticks primarily, but in very different ways and with very different rhythms. So capture a few minutes of Call of Duty multiplayer, then play a race in Forza with those captured inputs and see what the result is.

Gravey wrote:

Maybe OT, but you said "Experiments in game inputs", so...

An experiment I'd like to conduct (but have no idea how) would be to capture the inputs from one game played with a controller, and feed them into a totally different type of game that's also played with a controller. For example, console FPS and racing games both use the triggers and sticks primarily, but in very different ways and with very different rhythms. So capture a few minutes of Call of Duty multiplayer, then play a race in Forza with those captured inputs and see what the result is.

I suspect that the answer is "tedious". Particularly with your example. CoD's right trigger action is staccato and digital. Forza's is constantly modulating and analog. Each makes no sense in the context of the other. What would happen is your Forza replay would involve the car creeping forward occasionally as you blip the throttle with each "shot", while occasionally, the wheels turn as CoD-man strafes.

Meanwhile, you'd constantly be in the wrong gear as CoD-man uses his "gear-change" buttons to switch weapons and reload.

Jonman wrote:

CoD's right trigger action is staccato and digital. Forza's is constantly modulating and analog. Each makes no sense in the context of the other. What would happen is your Forza replay would involve the car creeping forward occasionally as you blip the throttle with each "shot", while occasionally, the wheels turn as CoD-man strafes.

Meanwhile, you'd constantly be in the wrong gear as CoD-man uses his "gear-change" buttons to switch weapons and reload.

Doesn't CoD have left trigger iron sights? So you'd probably just be spinning your wheels in Forza more than anything.

But yeah, that's exactly why I chose those two examples: staccato and digital versus modulating and analog. I'm not saying it'd be engrossing viewing, but it would be interesting to see it actually happen—that all this very significant input (especially if it was top frag or a win from the back of the grid) becomes complete nonsense in another game controller with all the same buttons. Just illustrate the breadth of expression that can be had out of 16 buttons and two sticks.