#Suggestion, make PWM function for analog like input for non-analog games.

1 messages · Page 1 of 1 (latest)

remote gale
#

I was playing approximately up, a new demo on steam and realized I kept tapping the key to keep it in place when it hit me. Why isn’t there a way to make a key a PWM output.

Lots of games out there are momentum based, meaning the character has some inertia to them. This means there is a ramp up and ramp down in the output. So, if one were to tap the key in a precise way, they could get a smooth output of movement like an analog key without the game explicitly supporting analog movement. Is this niche? Yeah, kinda but it would as apply even to games that don’t have inertia like movement but may not look the best.

I just thought I would throw this suggestion out there. This would be such a cool function to have. I tool that might not get used the most often but would be really nice when needed.

past waspBOT
# remote gale I was playing approximately up, a new demo on steam and realized I kept tapping ...

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lavish salmon
#

I mean... There is? We already provide analog output for any game that supports our API, but no game devs have decided to bet on analogue in the decade or so it's been possible.

This is why we use a fallback of creating a virtual controller, because that is something a lot of games DOES support.

However that often comes with the downside of losing mouse control, because the game assumes you're on a controller.

remote gale
#

I mean that makes sense. I just mean a PWM macro that can be applied to a key to make analog like functionality with a normal key press.
But in any case. Is this something I could potentially create myself? I didn't know the keyboard had an API.

lavish salmon
mellow fjord