![]() This means I've got the WiiMote as a bluetooth device with a custom driver, as a sort of custom DInput gamepad. As a test, I installed Julian Loehr's experimental WiiMote HID device driver: So I tested it, and as far as I can tell, this works with D-Input devices as well. Hey, so one feature that hasn't been discussed much. Good for cycling through weapons, party members, and so on.Ī look at what the keybind screen looks like. Bind multiple buttons to one, 1,2,3,4 for example, and enable cycle binding to press those buttons in order for each press. Again, I'm not sure if it's on joy2key but it's as it sounds. Speaking about cycle binding, I love that thing. There's many configs you can add to those two functions to customize what happens (like toggle, cycle binding and so on). The button activation only happens at the start of a press, or the release of a button press. Start press, and release press is interesting and for the sake of space, it's as it sounds. You can also set the buttons to double tap, Start press, and release press. The long press is configurable, so it can be very fast if you want, enough to comfortably know the difference between what you're going to get. I still used xpadder until getting the steam controller, for epsxe to load, and save states, plus uncap framerate for making the game go by fast (speeding up combat in FFXII). I have only used xpadder and some other profiler. I don't know if other profilers do this, but I like how I can turn 4 buttons into 16 with regular press + long press alone. The game changes to those controller configs when you meet the requirements for those. The first picture looks the same as with the steam controller with the top controller sets (On foot, Vehicles, Menu, Aircraft). I tried reducing the quality and size to ease image spam. The only difference from DS4 and Xbox One is the touch pad and maybe the Gyros in the DS4 (love gyro aiming for iron sights, or scope view in shooters. ![]() I started to do it with the steam controller, but grabbed a DS4 for maximum effect. I decided to show how it is and I hope it's not too many pictures. You can assign these to a button, and for the sets, these controller configs activate according to the situation defined by the dev (hopefully down the line this could be defined by the player as well). This is Saints Row, a game made a long time ago, and this was patched in for the steam controllers (PS4, Steam Controller, now Xbox 360, and XB1). I will see if i can share the saves between them, would rather play on PCSX as it looks that much better.Īnother thing, I think input lag is better on the PS4, not sure though.Also, I like how game devs are now making custom steam API control sets or keys for their games. PCSX emulation takes some work but ends up looking amazing in the end and has widescreen. On PS4 noticed during fast camera movement saw some interpolation artifacts which stood out, but were minor and not nuisance.Ĭonclusion, PS4 is good for no nonsense setup and trophy support. Then I found the built in CRT shader and selected the triangle option which cleaned up the text too on PCSX. Game looks beautiful at this point but the text just does not look nice and is all blocky looking, the PS4 game uses some custom up scaling on the text and UI or is filtered before release probably the lattar as its very specific to the UI textures only. Then the game seem to be running 30 fps, hmm.problem found go to interlace and set to Bob TFF or None (looks bad). But this was inferior to the PS4 image quality.Įnter Hardware rendering (4X native rendering), text boxes have lines and stuff, fixed by going to HW hacks and selecting Wild ARMs fix. ![]() Tired PCSX2 and with software mode it matched the PS2 look perfectly, no issues there. OK played both versions, at first the PS4 looks better, no major issues found. I posted this in the Wild ARMS PS4 OT, thought it would a better fit here, compares PS4 emulation and PCSX.
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