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Dolphin emulator no joystick sensitivity
Dolphin emulator no joystick sensitivity











dolphin emulator no joystick sensitivity
  1. #Dolphin emulator no joystick sensitivity drivers#
  2. #Dolphin emulator no joystick sensitivity full#
  3. #Dolphin emulator no joystick sensitivity mac#

Please enjoy the November, December, and January Progress Report! Wish your favorite LogicOp game worked on GLES or MoltenVK? Odds are, it does now! The list goes on, but outlining everything would take way too long, so let's just dive in. Hate the EA VP6 bugs? Make them a thing of the past with a new option. Want to take Riivolution games on netplay? You can. The three month gap between reports was not because of a lack of changes. The past three months have had tons of changes that would have normally been the highlight of a Progress Report.

dolphin emulator no joystick sensitivity

we haven't even talked about any emulation fixes yet. In fact, enough has happened that we'll be detailing the status of Dolphin's macOS support near the end of the report.Īnd. We've improved the user experience on macOS significantly and restored support for older devices. You won't have to scroll far for that news, we promise.īut that's only the tip of the iceberg we've had three months worth of changes pile up and some other important infrastructure news. And with a critical bottleneck getting fixed just days ago, performance on Adreno GPUs has skyrocketed.

#Dolphin emulator no joystick sensitivity drivers#

For those on mobile phones and tablets, Adreno powered devices provide decent enough graphics drivers to get a reasonable experience at this point.

#Dolphin emulator no joystick sensitivity mac#

This means that every PowerPC instruction that the x86-64 JIT supports along with every major JIT feature are now supported in the AArch64 JIT! And this is a great time for ARM in general, with each generation of processor pushing the boundaries and companies like Apple adopting the architecture for larger and higher power devices like their M1 Mac line. Giving users the ability to multiply the perceived range of their controller’s analog stick (or to “calibrate” in emulator, inputting the exact range of that particular controller’s stick) would be very, very helpful to those of us who use Nintendo-style notched-gate controllers.On that note, we're happy to announce that Dolphin's AArch64 JIT has finally reached feature parity with Dolphin's x86-64 JIT.

#Dolphin emulator no joystick sensitivity full#

(To my mind, Dolphin does it better, but either could work.)Ĭemu has simply added a “Range” setting that acts as a multiplier: at a setting of, say, 110%, when the stick is at 50% of its max range, the emulator considers it to be at 55% of its max range-and so forth.ĭolphin has (just recently) added the ability to “calibrate” analog sticks in the input mapping dialog, so that the emulator gets an exact picture of the stick’s full range and can compensate accordingly-that is, can adjust range multipliers on the fly to get full-circle movement out of any given controller’s approximation of a true circle.Ĭemu’s method is quick and dirty, whereas Dolphin’s is more precise but either would work. The practical upshot of this is that in, for example, Ni no Kuni, Oliver runs when the stick is in a notch but walks when the stick is along a straight edge of the octagonal gate.Ĭemu and Dolphin (both of which emulate Nintendo consoles and thus encountered this issue early on) account for this issue in two different ways. When moving the stick along the straight edge between two such notches, it is thus not as far from center as if it were pushed into a notch.Īs a result, the analog sticks on notched-gate controllers are not able, through most of their rotation, to reach their apogee. These controllers have an octagonal analog stick gate, with the notches (representing the farthest point the stick can reach) at the 8 orthogonal/diagonal directions. Rather, it has to do with notched analog stick gates such as are common on Nintendo controllers (such as the GameCube controller and the Classic Controller Pro). This issue doesn’t relate to any particular game. As a result, when using these controllers (such as the GameCube controller or the Classic Controller Pro), full stick extension (such as is used to run in Ni no Kuni) is impossible in any direction but the 8 orthogonal/diagonal directions (so that full stick extension in anything but those 8 exact directions produces only a walk). For controllers that have Nintendo-style octagonal (”notched”) analog stick gates, RPCS3 expects the stick’s full range of movement to be larger than it is.













Dolphin emulator no joystick sensitivity