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DualSense Adaptive Triggers Support #757

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@VHemmekam VHemmekam commented Nov 29, 2023

DualSense Adaptive Triggers Support

The changes introduced in this pull request aim to provide resistance to adaptive triggers before the ZR/ZL buttons are pressed, offering a more immersive and responsive gaming experience. I also resolved a bug for the DualSense controller, ensuring that setting analog_trigger_activation_threshold to 100% is now reachable.

The adaptive triggers can be customized through the missioncontrol.ini file, and they are enabled by default. They perform best (by my opinion) when the analog_trigger_activation_threshold is set to 100%.

Configuration

analog_trigger_activation_threshold This existing property influences the end section of the adaptive triggers.
dualsense_enable_adaptive_triggers Enables or disables adaptive triggers for the DualSense controller.
dualsense_adaptive_triggers_resistance Allows the customization of the DualSense adaptive triggers resistance. Valid range is [0-9], where 0 represents light resistance and 9 represents heavy resistance.

Future

In the future, it would be interesting to enable users to create scripts (or files with memory addresses) for specific game titles, which MissionControl can utilize to adjust the adaptive triggers according to the game's current state.

Credits

I would also like to thank Mxater for his valuable contribution of the DualSenseSupport project. His code served as an essential reference and inspiration throughout the development of this pull request.

Binaries

MissionControl-0.10.0-dualsense-adaptive-triggers-2e08477.zip

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Thanks for the contribution. No major objections to merging such a feature, just a few implementation details and style issues to be addressed.

@@ -150,6 +150,8 @@ These are miscellaneous controller-specific settings etc.
- `dualsense_lightbar_brightness` Set LED lightbar brightness for Sony Dualsense controllers. Valid range [0-9] where 0=off, 1=min, 2-9=12.5-100% in 12.5% increments.
- `dualsense_enable_player_leds` Enable/disable the white player indicator LEDs below the Dualsense touchpad.
- `dualsense_vibration_intensity` Set Dualsense vibration intensity, 12.5% per increment. Valid range [1-8] where 1=12.5%, 8=100%.
- `dualsense_enable_adaptive_triggers` Enable/disable adaptive triggers for Dualsense.
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There is no need for an additional enable option. You can just make the numbers run 0-10, where 0 is disabled.

@@ -150,6 +150,8 @@ These are miscellaneous controller-specific settings etc.
- `dualsense_lightbar_brightness` Set LED lightbar brightness for Sony Dualsense controllers. Valid range [0-9] where 0=off, 1=min, 2-9=12.5-100% in 12.5% increments.
- `dualsense_enable_player_leds` Enable/disable the white player indicator LEDs below the Dualsense touchpad.
- `dualsense_vibration_intensity` Set Dualsense vibration intensity, 12.5% per increment. Valid range [1-8] where 1=12.5%, 8=100%.
- `dualsense_enable_adaptive_triggers` Enable/disable adaptive triggers for Dualsense.
- `dualsense_adaptive_triggers_resistance` Set Dualsense adaptive triggers resistance. Valid range [0-9] where 0=light, 9=heavy.
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I think we can simplify this to dualsense_trigger_resistance, since we are not using them in an "adaptive" manner.

@@ -26,3 +26,7 @@
;dualsense_enable_player_leds=false
; Set Dualsense vibration intensity, 12.5% per increment. Valid range [1-8] where 1=12.5%, 8=100% [default 4(50%)]
;dualsense_vibration_intensity=4
; Enable adaptive triggers [default true]
;dualsense_enable_adaptive_triggers=true
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In addition to what I wrote above about using a single config option, this option should be disabled by default (i.e. set to 0)

@@ -156,8 +156,8 @@ namespace ams::controller {

this->MapButtons(&src->input0x01.buttons);

m_buttons.ZR = src->input0x01.right_trigger > (m_trigger_threshold * UINT8_MAX);
m_buttons.ZL = src->input0x01.left_trigger > (m_trigger_threshold * UINT8_MAX);
m_buttons.ZR = src->input0x01.right_trigger > (std::min(m_trigger_threshold * UINT8_MAX, UINT8_MAX - 1.0f));
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No need to wrap a function call in parethesis

float adaptive_trigger_threshold_end = (std::max(trigger_threshold - 80.0f, 0.0f));
float adaptive_trigger_threshold_start = (std::max(adaptive_trigger_threshold_end - 10.0f, 0.0f));

u8 force1 = static_cast<u8>(adaptive_trigger_threshold_start);
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No need to cast these, you can just assign them as u8 above

// Start of resistance section
// 0x00 = 0%
// 0xFF = 100%
report.output0x31.data[12] = force1;
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I would assign these directly, rather than creating intermediate force variables

// (Mode Extra A & Extra B = Strength of effect near release state)
// 0x00 = 0%
// 0xFF = 100%
report.output0x31.data[15] = 0x00;
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No need to assign unused fields, report is zero-initialised


u8 force3 = static_cast<u8>(config->misc.dualsense_adaptive_triggers_resistance / 9.0f * 255.0f);

// --- Control flags ---
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These comments don't match the project style. Dont use things like --- to separate sections. I usually label sections with a comment and separate them by blank lines


// --- Right trigger ---

// [Mode]
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Likewise with these. Don't use [ ]. Prefer single line and/or inline comments if you must add them. I don't like multi-line comments within code blocks decreasing the amount of actual code I can fit on the screen. In this case a self-documenting enum might be a better choice. Or even just a url to where you found this info documented, in the event it might be needed in the future.

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panneff commented Oct 27, 2024

Was Adaptive Trigger support ever pushed to master?

@ndeadly
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ndeadly commented Oct 27, 2024

You can see the state of the pull request at the top. Requests show as merged rather than open if they have been merged. I have requested changes to this which are yet to be acknowledged.

This is not really adaptive trigger support, btw. It just allows a user to set an initial trigger resistance. It won't respond to your gameplay.

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panneff commented Oct 27, 2024 via email

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ndeadly commented Oct 27, 2024

The latter. You need something generated by the gameplay to drive it off, and outside of PS5 or maybe some specific PC games you're not going to have that.

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