Improving Gimx 1:1 translation

Talk about anything concerning the source code.
Post Reply
Lucashsmello
Posts: 7
Joined: Tue Nov 20, 2018 11:44 am
Location: Brazil
Contact:

Improving Gimx 1:1 translation

Post by Lucashsmello » Thu Nov 29, 2018 3:42 pm

I have been working from time to time in improving the mouse/controller 1:1 translation for a long time in my Gimx github https://github.com/Lucashsmello/GIMX/tr ... nhancement. The latest update introduces a simple mechanism to map/translate Axis<=>Rotation Speed. Basically, it just consists of providing Gimx with a csv file that informs, for each axis intensity, its corresponding rotation speed in game. This csv file is game dependent. An example for Destiny 2 (PS4) is found here: https://github.com/Lucashsmello/GIMX/bl ... 2_data.csv.
To provide this csv file to GIMX, just run with option --advconfig. Example:

Code: Select all

gimx -p /dev/ttyUSB0 --config destiny2PS4.xml --force-updates --refresh 5 --advconfig ../destiny2_data.csv
This "advanced configuration" substitutes the mapping/translator function inside Gimx. Therefore, the values you defined for deadzone and exponent will be ignored.

For other games, the data (csv file) must be collected first.

Compilation and installation are similar to original GIMX, you just have to clone my modified version instead:

Code: Select all

git clone -b mouse2axis_enhancement --single-branch --depth 1 --recursive -j8 https://github.com/Lucashsmello/GIMX.git
Please, anyone feel free to test on Destiny 2. I would like to know if it really improves 1:1 translation. I found to be just perfect. :D

Edit: I forgot to mention that this Destiny2 data was collected with in-game sensibility set to 10 (maximum). I recommend seting this value to 10 when testing in game.
NOTE: Only works on PS4! i don't have a xbox. :(
Last edited by Lucashsmello on Fri Nov 30, 2018 2:40 pm, edited 1 time in total.

User avatar
GoDlike
Posts: 723
Joined: Thu Apr 28, 2016 12:47 pm
Location: Poland

Re: Improving Gimx 1:1 translation

Post by GoDlike » Fri Nov 30, 2018 9:25 am

This is very interesting indeed. Thank you for your valuable contribution. I'll let Matlo know about this. This could help counteract these acceleration spikes in games.
My hardware: PS3 Slim CFW 4.80 | PS4 Pro 500 Million LE | Xbox One S
Steam: Godlike_RU | PSN: GoDlike_RU | XBL: GoDlike

User avatar
Cybereu
Posts: 114
Joined: Sun Jul 10, 2011 1:10 pm

Re: Improving Gimx 1:1 translation

Post by Cybereu » Tue Dec 04, 2018 12:10 am

I'm using it for a while and I can certainly tell that is working very well. In destiny I'm using about 13 sensivity 3200 dpi. I notice that the spike what occurs when axis touches last 10% were removed.
Linux 4ev

User avatar
Matlo
Posts: 5226
Joined: Wed Jul 06, 2011 7:01 am
Location: France
Contact:

Re: Improving Gimx 1:1 translation

Post by Matlo » Wed Dec 05, 2018 8:14 pm

Better translation is indeed possible, but we have to find a way to easily produce the game data :)
Very few people are ready to spend hours on calibration before playing!
GIMX creator Donate Shop

cotecine
Posts: 3
Joined: Tue Jul 03, 2018 9:45 am

Re: Improving Gimx 1:1 translation

Post by cotecine » Sat Jan 12, 2019 8:22 am

how do i implement the new mouse info into gimx? iam new to this so i dont know how to use the advanced stuff. thanks

Lucashsmello
Posts: 7
Joined: Tue Nov 20, 2018 11:44 am
Location: Brazil
Contact:

Re: Improving Gimx 1:1 translation

Post by Lucashsmello » Sat Jan 12, 2019 10:13 am

If you are using Linux, follow this tutorial: http://gimx.fr/wiki/index.php?title=Dev ... ux#Compile.
In the part that says to run "git clone -b master --single-branch (...)", use this command instead:

Code: Select all

git clone -b mouse2axis_enhancement --single-branch --depth 1 --recursive -j8 https://github.com/Lucashsmello/GIMX.git
There is also a tutorial for compiling in Windows: http://gimx.fr/wiki/index.php?title=Dev ... on_Windows.
I think that after you downloaded/cloned GIMX-build, open file windows\build.sh and substitutes the "git clone line" by the git clone command above. I never tested compiling in windows. Maybe there is more than just modifying this.

After installed correctly, download this file https://github.com/Lucashsmello/GIMX/bl ... 2_data.csv and run gimx in command line:

Code: Select all

gimx -p /dev/ttyUSB0 --config XYZ.xml --force-updates --refresh 5 --advconfig destiny2_data.csv
Substitutes XYZ.xml by your own configuration file. If you are using bluetooth, you should use other option instead of "-p /dev/ttyUSBX" (run gimx --help).

User avatar
GoDlike
Posts: 723
Joined: Thu Apr 28, 2016 12:47 pm
Location: Poland

Re: Improving Gimx 1:1 translation

Post by GoDlike » Sat Jan 12, 2019 10:26 am

cotecine wrote:
Sat Jan 12, 2019 8:22 am
how do i implement the new mouse info into gimx? iam new to this so i dont know how to use the advanced stuff. thanks
This is advenced feature that should not be used by regular gimx user. We are thinking about integrating it in user-friendly way in further release versions.
My hardware: PS3 Slim CFW 4.80 | PS4 Pro 500 Million LE | Xbox One S
Steam: Godlike_RU | PSN: GoDlike_RU | XBL: GoDlike

cotecine
Posts: 3
Joined: Tue Jul 03, 2018 9:45 am

Re: Improving Gimx 1:1 translation

Post by cotecine » Sat Jan 12, 2019 12:19 pm

Okej. thanks guys! ill give it a try. But i need to learn more about the software programing. Have a nice day.

Post Reply