Left X axis seems to be offset or something, clearly seen on all marketplace games

The left X axis of the ouya controller seems to be offset strangely such that if you press it to the right a little bit on most games, it will continuously move to the right even after being let go.  You can clearly see this on games like that spaceship road game, or the top down rpg game. Ive tried this with 2 different controllers on 2 different ouya and it happens on all of them.

I created a small test app and was able to prevent this from occuring in my app by changing the min values of the x axis return value to not be centered around 0. (i.e. instead of checking if the x axis is less than -3 or greater  than 3 i would instead check if it was less than 0 and greater than 6).

I guess the question is, is this how the final ouya will be, with this offset x axis, or is this just a bug?

Comments

  • OrikuOriku Posts: 263Member
    Most games are probably not taking into account a stick dead-zone. Its most likely an application bug, not a controller bug. Unless its severely off that is. 
  • DreamwriterDreamwriter Posts: 768Member
    Did you try this with your second controller?  Maybe the controller you were using was off?
  • DisastormDisastorm Posts: 2Member
    I did try it with another controller and had the same issue. Tbh I'm surprised the app developers didn't notice it, or maybe they did but assumed Ouya would fix the offset issue.  I dont know if its a bug with the controller or the odk, although I'd imagine it would be fixable on either one.
  • GnomicStudiosGnomicStudios Posts: 13Member
    I've noticed something similar to this. It may be completely unrelated, but for me it seems as though I'm not getting any generic motion events fired when the stick is released.
  • paulscodepaulscode Posts: 37Member
    edited March 2013
    Does anyone know if this problem is corrected in the OuyaController interface?  My app uses the normal Android InputDevice interface for the controllers, and this is a huge issue.  When working in the range -1 to 1, the bias is normally around +.15, but goes up as high as +.33 on one of my controllers.  Tapping the stick zero's it out, but I can't require players to be doing that to fix the problem.  I can move the dead zone to compensate, but that eliminates a third of the total +X range, so I'm looking at moving to the OuyaController interface if it is better (although this seems like a hardware issue to me, so I'm a little doubtful).
    Post edited by paulscode on
  • greeniekingreeniekin Posts: 92Member
    I had noticed this as well. Was really annoying. So we have a dpad that frequently gets diagonal presses when not intended and a joystick that keeps going right. Though not right all the time. So there might not be a good solution. Just extend the dead zone on the right.

  • AyrikAyrik Posts: 429Member
    This is a hardware issue. Presumably they raised the price of the controllers so they can put nicer parts in it, so I'm hopeful that the new controllers will be fixed in this regard. The Xbox controllers, for example, do not have these issues and everything is smooth as butter with them.
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  • hypercanestudioshypercanestudios Posts: 126Member
    Lastest ODK has a deadzone variable, look at the sample project.
  • paulscodepaulscode Posts: 37Member
    edited March 2013
    The problem with that is it checks the magnitude (i.e. how far the stick is from center) against a static deadzone value.  I haven't actually tested this, but if that deadzone value is actually large enough to fully counter the +X bias, then you would lose 30% of the axis range in ALL FOUR axis directions on BOTH STICKS (versus only in the +X direction on the left stick where the problem is located).  Probably the simplest solution but far from an acceptable one IMHO.  I am hopeful, as Ayrik, that the production controllers will have solved the underlying hardware issue.
    Post edited by paulscode on
  • PiersPiers Posts: 680Member
    As mentioned, some of this was hardware, but we're trucking along with better hardware and firmware for controllers, plus all the adds to odk etc.  
  • paulscodepaulscode Posts: 37Member
    Very glad to hear the hardware is better.  I'm looking forward to playing around with the new controllers (I pre-ordered 4 normal OUYAs with extra controllers for my team, so we'll have a nice sampling to work with)
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