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Rumble Vibration Filtering support#663

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AL2009man wants to merge 3 commits intofgsfdsfgs:portfrom
AL2009man:RumbleFiltering
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Rumble Vibration Filtering support#663
AL2009man wants to merge 3 commits intofgsfdsfgs:portfrom
AL2009man:RumbleFiltering

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Whenever you use Gyro Aiming, or Mixed Input: the strength of a Rumble or Haptic can affect the ability to stay still while trying to do precise shots. This is actually a rare problem for games like The Last of Us Part 1/2 Remastered where DualSense's Haptic Feedback being extremely strong that it requires reducing Gun effects to evade it.

This specific problem becomes more evident with the recently released Battlefield 6, as the Gyro's Recoil patterns is "different" than mouse's pattern...but in reality: it's the Haptic effects being the culprit.

Perfect Dark has a similar issue, but far more evident with specific weapons that has a stronger vibration. for this test: I'd be using a DualShock 4 controller with two different grip styles, one that is steady and another will be loosed. Other controllers that has a weaker rumble or Haptic motors won't be able to tell the difference but DualShock 4's the most effective out of the bunch.

pd-rumblefilteroff.mp4

the best workaround would be to reduce the in-game rumble slider to 1, or 0-- but even then: it's still strong at 1.

Since then: I asked one or two people on how to best approach Rumble Filtering, i managed to ask Jibb Smart (Epic Games' Fortnite dev, who handled Gyro/Flick Stick stuffs) about it, this is his response.

Looks to me like the game needs to sample the gyro more frequently.

The rumble makes the controller turn side-to-side quickly. If they're not sampling frequently enough, it might sample left-turn, left-turn, left-turn, left-turn on one shot, and right-turn, right-turn, right-turn, right-turn on another shot. If the game sampled the gyro at a high enough rate, it would sample multiple parts of the side-to-side rumble happening during a given frame, and they would cancel out.

The Filter Controller Vibration setting in Fortnite is more about reducing the impact of lower-frequency rumble like with the DualShock 4 🙂

thanks to said advice: i figured out how to introduce the Vibration Filtering functionality to the mix!

pd-rumblefilteron.mp4

This PR introduces RumbleFilter function that reduces lower-frequency rumble for Controllers (such as DualShock 4), best use in both Gyro Aiming and Simultaneous Inputs/Mixed Input. When enabled: overall Rumble Strength will be reduced by roughly 70%, while maintaining the same rumble slider function.

While this option is hidden in-game, that function can be either enabled or disabled within pd.ini. as of this writing: -1 will be set be default, as that is intended for #644, for now: -1 will function the same as 0 (disabled).

added `RumbleFilter` function to reduce the impact of lower-frequency rumbles (such as DualShock 4 controllers) by roughly 70% percent, best use for Gyro Aiming or Mixed Input.

This option is only accessible within `pd.ini`. By default: `-1` will be enabled for when Gyro Aim support gets added, in the meantime: it'll be treated as `0`. However: it can still be forcefully enabled by setting it to `1`.
…ter toggle

the rumble strength reduction was accidentally enabled, despite being set to either AUTO or Disabled. the behavior should now be corrected.
move the `filterSetting` over to `inputRumble` instead, this also means overhauling the entire inputRumble setup to better allow for high frequency rumble
@AL2009man AL2009man closed this Dec 4, 2025
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will be closing this PR for now, opted to put it on hold until Gyro Aim PR gets merged

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