![]() ![]() If deadzones were irrelevant to sensitivity then they wouldn't be in the controller settings would they. You demonstrated this in one of your videos where with the deadzone, stick drift was completely gone. Deadzone, as every source on the internet and genuine testing will tell you, as well as the video your "friend" posted, is a zone that you can move the stick in and the movement will not be picked up. That would be an acceleration setting and I don't know if it can be changed. That has nothing to do with deadzones at all. So if someone has a low dead-zone their camera movement would immediately move fast the moment an imput is made, while if someone has a high dead-zone,and if they move their RS all the way in a certain direction, the movement of their camera will start out moving slow and then gradually pick up speed on moving. I guess everyone else but you: () must be pretty stupid. Not only that but you are misrepresenting what I said while also making up completely bogus claims about what a deadzone actually is and does. you said deadzones create latency from input to the reflection of the movement on the screen, which is false, deadzones do not create latency at all, all they do is make it to where the speed of the movement is reflected a certain way based on the input itself, so meaning I could be spinning at full speed with only my thumbstick being moved half way with a low deadzone without latency, while I could be moving at full speed with my thumbstick being moved completely in a certain direction with a high deadzone and still not get any latency.Īnd here you are claiming the exact opposite of what you said a lot earlier while also saying I made your statement. I didn't actually remember this but is this not YOU claiming that deadzones cause latency? Interesting. The lower the dead-zone the faster the input is registered from controller to the screen while higher dead-zones makes the input delayed onto the screen And you have yet to explain how controller deadzones would help XIM MnK users get around capping the lower end of sensitivity. ![]() ![]() That aside, you are the only person on the internet that claims deadzones affect the sensitivity. So LS deadzone wouldn't come into it at all, unless southpaw actually works on console or you'd remap it using external programs. You can use the southpaw options to move aim to LS but for some reason, RS is then used to move and aim at the same time, making southpaw unusable (both lefty and normal). On PC the remapping options don't really work. If you are able to provide any proof on them, please do:Įven if they add a sense cap, it's out-ruled by LS and RS Dead-zones ĭead-zones have everything do with the topi due to the fact that they have a major impact on sensitivityĭead-zones still affect sense, the higher it it it means you movement starts out slow and then gradually picks up pace, it doesn't delay it, it literally slows it down their aim speed and then picks up paceĭead-zones affect sensitivity in all aspects Here's some claims you made about the deadzones. ![]() You keep saying that I did, but it is nowhere in my posts, which you'd have been notified if I edited so you and everyone else in this topic knows I didn't just edit it out or something like that.Īnd despite this, you call me the absolute dumbest person everĪnd accuse me of being extremely desperate to try to win an argument you already lostĪlright. I never said the deadzone creates latency. THEN you go making stuff up that I supposedly said. What you mean to say is, you keep making something up about how deadzones work, which goes against everything that I know from testing (yes, in Siege, too), EVERYTHING about it on the internet and even the videos you and your "friend" posted about it as well. ![]()
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