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The steam controller touchpads report raw info to the computer, but I think Steam must be doing extra processing to make the output more usable, before actually sending actions. Most notably, the right touchpad (oddly only the right pad) has a deadzone where touch is ignored, but VSCView is still showing input. I'm guessing this deadzone is for preventing accidental touches when you're pressing Start/Y/B buttons. The area in red is about the size and shape of the deadzone, but it's not exact:
There's also smoothing applied too, since the touchpads natively output a somewhat noisy signal (especially along the very edge). I'll describe how I believe the smoothing is processed, but you can skip this if you don't care:
There's a small circular deadzone-area around your finger, and if your input stays within the area, nothing is sent. But if you move outside of the deadzone-area, then then deadzone will move to follow. (The signal that is actually sent would be the center of the deadzone area, not your finger.) But even if your finger is staying inside the deadzone, it seems to be constantly re-centering to the average location of the last ~500ms of data, so that you can still do very small movements. This could also give you higher resolution data. This averaging causes a delay, as the deadzone slowly moves closer to your actual finger, but it's less noticeable since it would only affect you while doing tiny movements. But you can easily still notice this delay if you set one of the pads to mouse mode, and watch the cursor as you move your finger a tiny bit. The newer data may also be weighted higher than older data when calculating the average, to reduce latency, but I don't know. Maybe the deadzone area also changes size depending where on the pad you're touching, due to the edges being less accurate than the middle.
I think if this visualizer did it's own processing to mimic steam's processing, the output would be slightly more accurate to what actions are being sent to the computer, but I think implementing all the aspects of the smoothing that I just mentioned is probably not worthwhile (But I do think it's fun to think about, clearly).
But if input processing like this is implemented, then I would also prefer if it's disableable in the settings.
The text was updated successfully, but these errors were encountered:
Vykori
changed the title
Feature request: More accurate touchpad visualization
Feature request: Ideas for more accurate touchpad visualization
Aug 27, 2019
The steam controller touchpads report raw info to the computer, but I think Steam must be doing extra processing to make the output more usable, before actually sending actions. Most notably, the right touchpad (oddly only the right pad) has a deadzone where touch is ignored, but VSCView is still showing input. I'm guessing this deadzone is for preventing accidental touches when you're pressing Start/Y/B buttons. The area in red is about the size and shape of the deadzone, but it's not exact:
![image](https://user-images.githubusercontent.com/16940637/63740747-33467700-c847-11e9-80d4-19164dbff9a0.png)
There's also smoothing applied too, since the touchpads natively output a somewhat noisy signal (especially along the very edge). I'll describe how I believe the smoothing is processed, but you can skip this if you don't care:
There's a small circular deadzone-area around your finger, and if your input stays within the area, nothing is sent. But if you move outside of the deadzone-area, then then deadzone will move to follow. (The signal that is actually sent would be the center of the deadzone area, not your finger.) But even if your finger is staying inside the deadzone, it seems to be constantly re-centering to the average location of the last ~500ms of data, so that you can still do very small movements. This could also give you higher resolution data. This averaging causes a delay, as the deadzone slowly moves closer to your actual finger, but it's less noticeable since it would only affect you while doing tiny movements. But you can easily still notice this delay if you set one of the pads to mouse mode, and watch the cursor as you move your finger a tiny bit. The newer data may also be weighted higher than older data when calculating the average, to reduce latency, but I don't know. Maybe the deadzone area also changes size depending where on the pad you're touching, due to the edges being less accurate than the middle.
I think if this visualizer did it's own processing to mimic steam's processing, the output would be slightly more accurate to what actions are being sent to the computer, but I think implementing all the aspects of the smoothing that I just mentioned is probably not worthwhile (But I do think it's fun to think about, clearly).
But if input processing like this is implemented, then I would also prefer if it's disableable in the settings.
The text was updated successfully, but these errors were encountered: