Input, Mappings & Controls

2.4.2.Calibration #

Many games have unique input settings and acceleration, the calibration tools can be used to help configure the mouse settings for optimal input in these.

 

Using the Calibration tools

The calibration tools follow a simple 3 step process – Deadzone, Acceleration and Sensitivity. The steps should always be followed in this order to calibrate the mouse properly. Skipping a step will likely result in bad mouse output.

To get started navigate to the ‘Mouse’ tab of controls and click the ‘Calibrate’ button to the right of the acceleration curve.

 

Next, make sure the PS4 stream is running and in game, preferably somewhere you won’t be interrupted whilst calibrating. When ready, move onto step one – calibrating the deadzone.

Before starting the deadzone calibration make note of the usage instructions –

"Use CTRL + Mouse Scroll to select a setting and Mouse Scroll to change values during calibration. Hold SHIFT to increase increments."

To clarify, when you start a calibration tool in order to switch between fields you must hold down the CTRL button on the keyboard and use the mouse scroll wheel to move up at down. When the desired field is selected release CTRL and use the mouse wheel to increase and decrease the value.

On the acceleration calibration you can also hold shift to increase the adjustment value by x 10.

NOTE:  The values for each step are calculated upon starting a calibration tool, they may not represent the current values or config when the calibration tool is not running.

 

STEP 1 – Deadzone

The deadzone calibration has 3 fields:

Deadzone X

This value is for setting the deadzone for the X axis (left to right).

Deadzone Y

This value is for setting the deadzone for the Y axis (top to bottom).

Deadzone Shape

This setting controls how diagonal output is processed within the deadzone, the same as axis mappings. See the AXIS section for more details.

The purpose of the Deadzone setting is to allow an output of 1 on the mouse to cause immediate output in the game. As analog sticks are not 100% accurate games have a deadzone to stop the player from moving when no input has been made. In the following diagram the red area of the stick shows the deadzone, inside this no output is registered.

We want to calibrate the mouse so output doesn’t start in the dead center, but rather on the outside of the red circle which results in instant output.

When ready click the ‘Calibrate Deadzone’ button, this will capture keyboard/mouse input and start the calibrate mode. Make sure that the PS4 stream window is visible on the screen before you do this.

You can exit the calibration tool at any time using the input capture Hotkey, by default this is assigned to ALT+ C

Upon starting the tool the ‘Deadzone X’ field will be highlighted and you will have control over the fields and values using CTRL and scroll as previously stated.

Steps to calibrate

  1. Slowly increase the Deadzone X value until you start to see movement, once you do move onto next step
  2. Select Deadzone Y and increase the value until you start to see movement, once you do move onto next step
  3. If you wish to have a square deadzone scroll down and change the value, make sure the game now moves in a diagonal direction. If not, re-calibrate your deadzone values.

 

STEP 2 – Curve

The curve calibration has 3 fields:

Point

This is the currently selected mid point of the curve.

Value

This is the Y axis value of the selected point.

Test

Selecting this field starts the acceleration test.

This step is used to set and calibrate points on the curve to obtain the best possible mouse output or 1:1 output. A detailed explanation on 1:1 output with the mouse can be found under the Acceleration Curve section.

NOTE: It is recommended to leave the in game sensitivity at their default values for the acceleration test as Remote Play can have small input delays which can affect this test. Increased sensitivity will make it harder to calibrate with a reference point, the curve is applied the same regardless of sensitivity so it can be adjusted in step 3 without affecting the acceleration.

Steps to calibrate

  1. Click ‘Calibrate Acceleration’  button to start the calibration tool.
  2. Input will now be active so move the player in game and aim at a specific point for reference whilst testing. When ready Scroll down to the ‘Test’ field to begin the test.
  3. The camera should now start moving right then left at different speeds, the goal here is to adjust the acceleration value until the player is looking at the original direction (or as close to the reference point chosen in the previous step) after moving right and left again for the whole test.
  4. Select the ‘Acceleration’ field and adjust accordingly then return to the ‘Test’ field to retest. Repeat until the player is looking as close as possible to the original direction.
  5. Ungrab input using Hotkey, the curve will then update with the calibrated acceleration. For fine tuning set to Advanced mode and follow the next section below.

Upon curve calibration you should have a curve similar to the following:

 

 

STEP 3 (Advanced  Mode) – Advanced Curve

This section is only available when Advanced mode has been selected, here you can more finely tune the curve when the linear curve doesn’t fully match the in game acceleration.

Steps to calibrate a point

  1. First, select a point on the curve, this will then enable the ‘Calibrate Point’ button.
  2. With the point set click ‘Calibrate Acceleration’ to start the calibration tool.
  3. The test will function the same as the previous step for calibrating the curve, simply adjust the value until the player is moving right, then moving left back to the original point.
  4. Ungrab input using Hotkey, the curve will then update with the calibrated acceleration for the chosen point.

 

 

STEP 3 (Standard mode)/ STEP 4 (Advanced mode) – Sensitivity

The sensitivity calibration has 4 fields:

Sensitivity

This setting is a multiplier, the higher the value the greater the increase in output compared to input. Values < 1 will reduce the output.

XY Ratio

This setting controls the sensitivity of the Y axis vs the X axis. Used to offset games with decreased sensitivity on the Y axis.

Circle Radius

Controls the size of the circle used in Circle test.

Circle Velocity

Controls the speed at which the circle test is run.

The sensitivity value of calibration is mostly a case of user preference, the XY ratio is the most important in allowing the same input across the X and Y axis. Without calibration it will likely result in slower movement up and down than left to right in most FPS games.

IMPORTANT NOTE:  At this step it is VERY important to increase the in game sensitivity to the maximum allowed, this will give the best possible conversion of the mouse otherwise you will likely hit the maximum turning speed very quickly resulting in limited movement with the mouse.

Steps to calibrate

  1. Ensure that the in game sensitivity is set to max then click ‘Calibrate Sensitivity’ when ready.
  2. Adjust the sensitivity using mouse scroll to your preference
  3. Adjust the ‘Circle Radius’ and ‘Circle Velocity’ values until the player is moving in a rough circle at a reasonable speed.
  4. Adjust the ‘XY Ratio’ value until the player is moving in a perfect circle.
  5. Ungrab input using Hotkey, sensitivity values in the Axis mapping tab for the mouse will update accordingly.

With all 3 steps completed the mouse is now fully calibrated.

If done correctly the mouse should output 1:1 or close to 1:1 movement during gameplay, if you wish to increase or decrease acceleration to your preference you can now edit the curve manually to your liking.

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