![]() Be sure to check the manufacturer’s website for any specific requirements and follow the instructions carefully to ensure a successful setup. It’s important to note that some Bluetooth adapters may require additional software to be installed on your PC in order to work properly. Once you have the adapter, simply plug it into a USB port on your PC and follow the manufacturer’s instructions to pair it with your Dualshock 4. First, you’ll need to purchase a Bluetooth adapter that’s compatible with your PC. If you prefer to use a Bluetooth adapter, the process is slightly more complicated but still straightforward. Your PC should recognize the controller automatically and you’ll be ready to start using it with Pcsx2. Simply plug one end of the cable into your Dualshock 4 and the other end into a USB port on your PC. Using a USB cable is the simplest and most straightforward method. There are two main ways to do this: using a USB cable or a Bluetooth adapter. Hopefully that provides some helpful info, happy to provide any other testing info you need.Connecting your Dualshock 4 to your PC is the first step in using it with the Pcsx2 emulator. Maybe it's just that Qt has a smaller scale baked into it, so anything a little less than perfect will cause this? I compared WX and Qt (at 1.0x axis scale), and noticed in Qt I had to push the stick a fair amount further before 'walking' became 'running'. Like butterbutts said, changing the axis scale seems to be an okay workaround (1.05x eliminated the problem for me on the DS4), but no adjustments are needed on the WX build. SDL and XInput also produce the same results, so it's probably due to how the Qt pad plugin polls the controller? I also tried another controller (newer DualSense) and while the problem wasn't as noticeable, it still occurred occasionally on the down-right direction, so there might be a modicum of controller jank in play as well. Testing seems to indicate the the problem is specific to the Qt build. Character runs in most directions, down-left will randomly flip to walking, down-right will always walk Result: Same as other Qt tests on both SDL and XInput. Enabled both SDL and XInput, used controller auto-config to map SDL and test, then map XInput and test) ![]() (fresh install, brand new configs, added my memory card and BIOS file. Result: character runs in all directions, same as other WX tests (fresh install, brand new configs, nothing changed from default except adding my memory card and BIOS file) Result: character runs in all directions, same as previous WX versionĪnd just to be exhaustive and rule out configs being the problem (Pulled existing configs from previous WX install for consistency expected behaviour should be the same as ) Same as previous, just with SDL instead of XInput) ![]() (Checked control options: Enable SDL Input Source Result: character runs in most directions, switching to walking randomly with down-left, always walks on down-right (Checked control options: Enable XInput Input Sourceįairly new config, just started it yesterday attempted to match my existing config in the WX build) Running my existing config that has been carried through 3+ years of PCSX2 updates) (Checked control options: XInput, Monitor when in background Wired DualShock 4, running DS4 windows as an Xinput wrapper, calibrated in Windows USB Game Controller optionsĪll PCSX2 installs are portable, no configs buried in User files (Documents, etc)Īctions: Boot game, load save file, multiple slow full 360 motions on left stick ![]() Sure thing! Sorry, 'legacy' = the WX build I suppose it's not legacy since it's still being actively developed, I just wasn't sure of the lingo to differentiate between the two (even though it's right there in the download link ^_^ ) OK, now we are getting somewhere - are you able to bisect between this "legacy" build and the current one to find when did it start breaking? Or if it's a Qt build, is the current wx one fine? Your character will run slower than they should. ![]() Point the analog stick 45 degrees diagonally.Load a game with a sensitive analog range.Set up a controller using the automatic binding.The issue is probably that Switch controllers have square analog ranges, where the other controllers have round ranges. This happens on Xbox, Playstation, and 8bitdo controllers, but not on Switch controllers. Setting the axis scale to around 1.10x fixes it, but I'm not sure if that negatively effects the analog range in cardinal directions in any games. As far as I can tell this started happening after the UI update. This is most easily seen in the Katamari games where walking diagonally is significantly slower than it should be. In certain games which need you to press the analog stick 100% to the limit to be able to walk/run at full speed, diagonal inputs are being read as slightly too short. ![]()
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