mouse/wiimote issues


(Darkcola) #1

in before anyone says that wiimote is not supported lol…

Q: for devs:

first some background:
wiimote is a mouse emulation, no aim assist. I have gotten it to run 1:1 perfect no lag in all Valve games (csgo etc) and most other games from 2d, racing, third person and FPS except those with UE3 roots. Gameplay so far is fair to good, especially after dropping resolution to lower 1200x700’s or so. This isn’t an issue for the wiimote program, since it runs perfect in full settings in other games (Tomb Raider on Ultimate, and so on).

Of course there is a cheat for this- if you connect the PC to monitor as well as HDTV, the resolution on the tv image is immaterial, and you can play using low resolution on the PC monitor (which you can simply turn the monitor off) and get better gameplay on a big screen tv in the living room and use the wiimote. Its a way to fudge the resolution/input issue some, but again, the gameplay using this engine is not excellent yet and therefore not yet competitive with better players.

Now I want to make it competitive in this game (as well as start a wiimote league for competitive scrims in several games), but it has the same issues any UE3 game engine has. Do you have any advice (and it isnt use a mouse for the hecklers) to get this emulation more responsive and remove lag response to inputs?

things I need to do:
-increase sensitivity for wiimote further than 60.
-reduce lag input inherent in the UE3 game itself.
-find a balance to increase resolution/game settings while preserving mouse control.

Thank you!


(TheNinth) #2

For sensitivity, I’d say you’ll need to tweak whatever program you’re using to channel Wiimote input to do it.
Try toggling the one frame interval setting for the second one, otherwise the devs will have to make their own Raw Input feature…


(Darkcola) #3

Well, I have several versions of the program as i catalog each update and time stamp it. I was going to go back a few months where we had a different way for ue3 games to respond, it was a simpler program but it also had key stuck inputs. But that isnt the issue, it is view control I am trying to go backwards and see if an earlier version is more compatible. I doubt it, but I want to make sure- so as usual, youll see me playing like an idiot again or spinning haha as I test different versions as settings. free kill lol.

We have currently a slower input for UE3 games (works great with UE4 engine- actually pretty flawless and it is competitive). So this is a funny irony, it works great for the future games, but not with older games or games like DB. Well, let me rephrase, it works well/good, but not well enough to be competitive yet in DB. I thought we had it almost when I made that last video month(s) ago in DB, but then I was away for a few months and couldnt work on it and then we got pulled away to focus on a different set of games.

Anyways,
Raw input control would be nice and usually raw input needs to be off for best effect for wiimote.
I already tried fooling with the one frame interval setting.

I also messed with the shooterinput.ini and the pitch/yaw settings which oftentimes solves a lot of issues. No luck as of yet.


(Darkcola) #4

Ok update:

it’s fixed :smiley: pure and simple. Unreal engine games have mouse issues, but the dev of our program had inspiration from God and found a way to make it awesome. Sooooo- I’ll make some vids this week showing the move control/view control improvements and you can compare to the first Ditty Bum video I made. I actually was not so excited about this as I was for Dead Space 1- which also had some bad console porting mouse control issues. Now it runs awesome- so it feels very immersive to combat the necromorphs with my wiimote.

Nothing says success like success :smiley: :smiley: :smiley: