From 6fa38ba002dd48fcdcfa75a088627e794fa9848d Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Mat=C3=ADas=20Locatti?= <42481638+goldenx86@users.noreply.github.com> Date: Mon, 9 Nov 2020 18:49:06 -0300 Subject: [PATCH] Update site/content/entry/yuzu-progress-report-oct-2020/index.md Co-authored-by: renA21 <44066520+renA21@users.noreply.github.com> --- site/content/entry/yuzu-progress-report-oct-2020/index.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/site/content/entry/yuzu-progress-report-oct-2020/index.md b/site/content/entry/yuzu-progress-report-oct-2020/index.md index 40b19170..f84e8981 100644 --- a/site/content/entry/yuzu-progress-report-oct-2020/index.md +++ b/site/content/entry/yuzu-progress-report-oct-2020/index.md @@ -40,7 +40,7 @@ For some games, vibrations didn't work properly, or at all. To understand why th Prior to this PR, the functions that processed this handler information weren’t coded yet, or they were stubbed and returned incorrect information. Even with those limitations, this exceeded the capabilities of the [SDL library](https://www.libsdl.org/) (an [API](https://en.wikipedia.org/wiki/API) that yuzu uses to communicate with the hardware of the input devices), which was designed to work with generic gamepads that do not present any of these unique features of the Nintendo Switch. As a result, the rumble wasn't being processed correctly. This resulted in inaccurate behaviour, such as the lack of vibration for the controllers of players other than player one, since this handler information wasn't available for SDL to distinguish where to send the vibration signals other than for "controller 0". In order to make vibrations work as intended, [Morph](https://github.com/Morph1984) investigated how this information was characterized and implemented the functions to process these handlers, so that the vibration data could be sent to the appropriate devices and players. The addition of these functions also fixed a number of games, such as `Xenoblade Chronicles: Definitive Edition`, `Xenoblade Chronicles 2`, `Hollow Knight`, and many others that previously didn't exhibit rumble at all. -Previously, some people using certain types of wireless controllers reported in-game performance losses whenever their gamepads rumbled. The problem of this issue lied in the rate at which the vibration states were being updated to these controllers, so [german77](https://github.com/german77) implemented a solution to reduce the rate to 50 Hz and filter out some of the vibrations. But it was later reported that some vibration effects were missing in games such as `Super Smash Bros. Ultimate` due to this filter, so an alternative solution was needed. For this reason, [Morph](https://github.com/Morph1984) implemented `Accurate Vibrations`, a toggle option (off by default) that switches between a full implementation and one with the effective vibration rate reduced through heuristics. If this option is disabled, the vibration rate is limited to 100 vibrations per second, excluding vibrations with an amplitude value of 0 (which is considered as the "not vibrating" state). This rate was determined to be safe through testing by [Morph](https://github.com/Morph1984) and [Ren](https://github.com/renA21). +Previously, some people using certain types of wireless controllers reported in-game performance losses whenever their gamepads rumbled. The problem of this issue lied in the rate at which the vibration states were being updated to these controllers, so [german77](https://github.com/german77) implemented a solution to reduce the rate to 50 Hz and filter out some of the vibrations. But it was later reported that some vibration effects were missing in games such as `Super Smash Bros. Ultimate` due to this filter, so an alternative solution was needed. For this reason, [Morph](https://github.com/Morph1984) implemented `Accurate Vibrations`, a toggle option (off by default) that switches between a full implementation and one with the effective vibration rate reduced through heuristics. If this option is disabled, the vibration rate is limited to 100 vibrations per second, excluding vibrations with an amplitude value of 0 (which is considered as the "not vibrating" state). This rate was determined to be safe through testing done by [Morph](https://github.com/Morph1984) and [Ren](https://github.com/renA21). {{< imgs "./configure_vibration.png| Vibration Configuration Window"