Make sure to enable Raw Mouse Input and minimize Mouse Acceleration in-game (RMI is required for reWASD, but if there is no such option, you can still roll with it).To know if its value is set up correctly, you need to test it in-game, and here are some tips we can give: Regarding what you can change in reWASD, the most important setting is X Sensitivity: find the X Sensitivity value that will make a full circle on your physical stick also a full circle for your character's field of view in-game. You still can use Flick Stick with games that don’t provide Raw Mouse Input, but it can be less precise. The first thing we would like you to know is that reWASD’s Flick Stick works with Raw Mouse Input in games: our testing has shown, that even disabling acceleration in Windows settings still leaves some acceleration in games unless they offer to the Raw Mouse Input within the game settings. You can pay a visit to Jibb’s website! Now, let’s get into some technical reWASD-ish stuff :) Tuning Flick Stick in reWASDĪpart from the official help guide that we strongly suggest checking out, let’s get more in-depth with certain games. The basic implementation almost hasn't changed at all since that early prototype, and that's how I've been playing shooters ever since. I got it working in an early prototype of JoyShockMapper in 2018 and was surprised by how well it worked, and how even with very little practice it could be quite useful. Lots of gamers are thankful for this invention, and since its first public appearance in 2019, it has gotten a solid community interested in adapting the existing technology for various games: The flick should be very fast, like a flick of the mouse.The flick itself should never block gyro input.Rotating the stick could rotate the camera.Dedicating the right stick to the camera flick.I thought it could replace traditional stick aim entirely with some improvements: When I tried it myself in Splatoon 2 I found it didn't do everything I wanted it to. Their "reset camera" button interested me as well - it would quickly turn the camera to face the direction the left stick was pointing. It was mostly inspired by Splatoon, which required that players do all of their vertical aiming with the gyro. So let’s talk a little about history before jumping into the technical details: He developed the Flick Stick, and we were curious about how it all started. That does sound tempting, and Jibb Smart was the one who went further with this idea. I bet everyone who has ever played with a controller thought, “What if the 360-degree stick was actually the character’s horizontal field of view?”.
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