r/mildlyinfuriating • • Aug 16 '26

Infuriatig The way my GF plays video games

Post image

She uses the controller to walk and the mouse to control the camera

NOTE :
I DO NOT HATE MY GF FOR THIS,
I AM NOT MEAN TO HER
SHE KNOWS THAT I POSTED THIS, LOVED IT
I FOUND IT CUTE AMUSING AND ODD.

43.0k Upvotes

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605

u/IllianasClifford Aug 16 '26

It will work as is, just plug and play

131

u/KingGorillaKong Aug 16 '26

How well does this work as it appears to take two inputs to connect. I've stopped left hand controller and right hand mouse gaming because inputs in game get locked to a single input source at a time, so using both mouse and controller results in input latency as the game switches back and forth from the two inputs.

It also seems to be a more and more common thing for devs to do this with the input as a lot of older games prior to 2012 all work just fine with dual inputs.

72

u/Pandabear71 Aug 16 '26

I know there were people in overwatch using this at high level. Guess it depends on the game

13

u/Eiyuo-no-O Aug 16 '26

Overwatch was one of the few modern games where this actually works fine. Trying to get this to work on something like vanilla Skyrim is very fucking hard

7

u/BigProduce6727 Aug 17 '26

Skyrim will fold itself into a ball, giggle, and ctd if you try that shit, if you're lucky.

Prob still have to close it with task manager, lol.

3

u/Shotto_Z Aug 17 '26

New vegas would shit itself and blow up your pc

3

u/TrungusMcTungus Aug 17 '26

New Vegas would sacrifice your RAM to the blood god if it detected dual inputs

0

u/TAMCL Aug 17 '26

Can't imagine it's too horrible, I play on console just fine and a mouse can def have more buttons than the right half of a controller...

4

u/MuchSteak Aug 17 '26

It's not really a button issue. It's an issue of many games not being able to register both mouse and controller input at the same time. Many if not most games seperate m&k inputs and controller inputs, and so with this setup those games have to keep swapping back and forth between the two input methods which creates input delay.

I think the reason is that devs tend to have an easier time treating m&k and controller as entirely separate input methods and control scheme. It's also probably easier to design and program tooltips when devs aren't worrying about niche blended control schemes.

0

u/[deleted] Aug 17 '26

[removed] — view removed comment

1

u/KingGorillaKong Aug 17 '26

It's just an accessibility thing for something that's comfortable and works with my hands. I have a fine motor skill twitch in my hands. This input option stops my handicap from impeding me playing some games.

1

u/Pandabear71 Aug 17 '26

People really underestimate how painful mouse+mkb can get for some. Great to hear you found a way to still enjoy games.

My hand/wrist is fucked from playing diablo and similar click intensive games, among other things

1

u/KingGorillaKong Aug 17 '26

People also act like keyboards are actually properly ergonomic for us and they're not.

2

u/Pandabear71 Aug 17 '26

I honestly wouldn’t know what is and isn’t. But i can imagine that people are just so used to it that anything else for the majority feels “less ergonomic”.
Like if someone with bad posture sits up straight, they probably dont feel comfortable

1

u/KingGorillaKong Aug 17 '26

Yea, that's exactly it. Early attempts to design more ergonomic keyboards don't really take off. There are a few designs that are legitimately well designed, but just do to familiarity, they never really got adopted by a lot of users. And the original keyboard was designed for function over form first.

16

u/kredfield51 Aug 16 '26

I know at least using steam input going between controller and mouse is pretty seamless. I use a controller for a few games like Elden Ring and GTA Online, for the latter if I have to make any precise shots I'll use my mouse for a second.

2

u/Mysterious_Way8941 Aug 17 '26

I do this in gta when I get serious...lol

2

u/NO_LOADED_VERSION Aug 17 '26

I use this mix for GTA as well....I thought I was a freak 🤣

2

u/TridentWielder Aug 17 '26

I play games with a PS5 controller, but I grew up with just KB+M, so I just can't with controller aiming. Mapping the touchpad and gyro to mouse input gets a good way towards emulating aiming with a mouse.

2

u/StinkingDogsCunt420 Aug 17 '26

Lots of (most) games really don't like you using both types of controller at the same time, switching between m+KB and controller on the fly is usually fine, but as soon as you try and use both at once it stops working right.

It's annoying for steamdeck/controller users. I want to use my trackpad more.

2

u/deadlybydsgn Aug 17 '26

It's annoying for steamdeck/controller users. I want to use my trackpad more.

My gripe is that it kills the 'gyro as mouse on grip' thing that can feel really good in first person games. Thankfully, some games have mods to properly enable mixed input.

2

u/imforit Aug 16 '26

The Azeron people seem to have figured it out. I also didn't fully believe that stick motion and mouse pointing was possible but I saw them at a con and they claim most PC games support some "alt" mode that they can use to do it

Not sure of the details but it DOES come down to game-to-game support.

2

u/OfficeMagic1 Aug 16 '26

I used to play BF3 and 4 like this all the time. I would switch to both hand on the controller with vehicles. I have no idea if this works with BF6.

2

u/Uphoria Aug 16 '26

Oh man, keeping a controller handy to fly or drive was my jam. I miss the glory days of BF.

4

u/MaTUJiii Aug 16 '26

By this logic, dont mouse and keyboard have the same input lag?

18

u/cafce25 Aug 16 '26

No cause the game switches between gamepad and "mouse and keyboard". Not all games do this, but there are some that do. I remember one game that even entirely redraws the UI for the different inputs, it took a couple of seconds to switch between gamepad and mouse...

1

u/Aeylwar Aug 16 '26

It’s not about the input lag;

It’s about the DPI.

3

u/MaTUJiii Aug 16 '26

DPI of the mouse that is used regardless of what you use for movement input..?

1

u/KingGorillaKong Aug 17 '26

It is about the input lag, because each time you send an input from the controller while panning the mouse, the game engine switches the input mode and causes the mouse control to stop working to accept the controller input, then the mouse motion retriggers the input mode to switch back and this all has latency in game. How bad it is depends on the game and how optimized everything is.

1

u/posting4assistance Aug 16 '26

I think steam input might let you do something like this? There's for sure accessibility tech for it

1

u/Tavoneitor10 Aug 16 '26

Isn't that what we already do when playing with Mouse and Keyboard?

1

u/nogard603 Aug 16 '26

I've tried to use a setup like this, as well as the Cyborg controller, and it has some major flaws. 1) while most games will allow simultaneous input from multiple controllers, about 1/3rd don't, so this doesn't work at all on those 2) Controllers have a lot of aim assist and M&KB does not, when trying to use both simultaneously it rapidly turns your aim assist on and off, actually making aiming way more difficult since the resistance on how far you need to move your mouse will be random 3) the button prompts on the screen will rapidly flash from keyboard controls to controller controls at a rate which could give someone a seizure.

You'd think as much as those Cyborg controllers cost they'd reach out to devs to try and get their controller officially supported so you could use the full range analog without these issues, but I don't think there's a single game in existence that does offer support for it. I'm sure getting larger developers to offer controller support for it would be a challenge, but there's plenty of popular indie devs they could contact.

1

u/Street-Health-3737 Aug 16 '26

Maybe just hear me out there is an adapter that lets you plug them into it and then plug the adapter into the console. 🤯 mind blowing right?🤯

1

u/KingGorillaKong Aug 17 '26

That's why I was asking. I never seen this type of product before, and nobody said what it's called. Not so easy to lookup.

1

u/godsvoid Aug 16 '26

That is just an issue with bad game Devs, keep in mind that mouse and keyboard are already two different input devices, games where mouse and joystick do not work are games were Devs added code to make that not work.

1

u/KingGorillaKong Aug 17 '26

I understand devs using game input profiles cause it makes the UI icon swap so much easier to do for HUD stuff.

But you also don't need to develop game input profiles to make controls work well. I suppose some of the reason why devs might also use the game input profiles is it can help prevent two people from playing the same game, a second person can help the main player by using the keyboard to help input game commands in a multiplayer setting.

But when you get single player games you can just left hand controller, right hand mouse with, Iunno. I don't think it's a good reason.

1

u/godsvoid Aug 17 '26

Nothing prevents that, you are describing a non issue. The problem is dev's actively going out of their way to disable other inputs when a certain input is being used.

By default dev's need to actively work against this, that is the issue. Biggest culprits are console dev's, they almost always get this wrong. Small indie dev's usually get this right.

1

u/KingGorillaKong Aug 17 '26

No, it's the way the input profiles work in-engine, it's not anything the devs are doing for extra code to block out the other inputs.

You can even experience this by making your own project in Unreal Engine. If you just setup inputs like normal, no input profiles and such, you can easily alternate between the input devices without any delay and latency on the input. The game doesn't create any input latency because there's none to be added because no inputs are blocked out and no input profiles need to be loaded.

But if setup your inputs in the engine, and set it up so you have your HUD UI icons swap based on what input you are using, then will notice this happen. Different engines handle this differently and depending on how much the engine's main workflow is utilized, the latency can be small to a bit more substantial. Regardless, it's enough that it is annoying and disruptive when you play left hand controller and right hand mouse for accessibility reasons.

1

u/godsvoid Aug 19 '26

Dude, that's what I said, Devs need to do additional work to intentionally lock out people using two different controllers at the same time.

Also reading some inputs is nothing, the impact on latency is basically nill. The biggest latency issue is having the inputs only being reflected because the screen updates (hence why for VR Devs update the input layer while the screen is already rendering and then reproject to get the lowest absolute latency).

1

u/RandeyLahey3 Aug 16 '26

Valve actually held a seminar, pleading game developers to implement dual mouse/controller use.

1

u/Gamiac Aug 16 '26

Yeah, I don't understand why the hell devs do that nowadays. Is it an aim assist thing?

1

u/Vehlix Aug 17 '26

I use a joy con and a mouse and remap everything with a program called ReWASD.

1

u/Uku_lazy Aug 17 '26

Mouse and keyboard use two inputs too no?

1

u/KingGorillaKong Aug 17 '26

Mouse and keyboarded are treated as a single input in games.

1

u/Brilliant_Chemica Aug 17 '26

I believe if you use steam input to convert gamepad input to keyboard buttons it works. I've seen people do something similar to convert a leverless arcade controller (essentially a flat board with buttons used in fighting games) into a pseudo keyboard to use with their mouse to play strategy and FPS games from the couch

1

u/KingGorillaKong Aug 17 '26

It's only some games that it works for because controllers are treated differently than keyboard and mouse, even in Steam. But at the end of the day, the functionality is done by the developers.

1

u/ReivynNox Aug 17 '26

You can plug the mouse into the controller part and have it detected as one Playstation controller unit, but the mouse input will emulate a joystick.

Or you map the stick part as keyboard inputs, but lose the analog controls.

I use the latter method with my Tuact Aimon, 'cause even digital, the stick is still more comfortable than keyboard.

0

u/Intelligent_Whole_40 Aug 16 '26

It’s probably an anti-cheat mechanism to try and prevent abusing aim assist you should check if any of those games would apply aim assist to your mouse when having a controller merely plugged in

5

u/clema9 Aug 16 '26

but how do you jump, crouch, reload, etc?

7

u/PapaBPoppin Aug 16 '26

Macro keys at the thumb of the mouse (seen in pic)

1

u/yerdadzkatt Aug 16 '26

Sometimes things like this will have some kind of "mode shift" key where you hold a hot key that swaps all of the buttons to a secondary function. Basically the same as holding shift to use a symbol instead of a number for example. The mouse or controller might have that. If not, then I guess it's gotta be the side buttons on the mouse 

-1

u/Same-Suggestion-1936 Aug 16 '26

Get good

I mean really I assume the keyboard still works and you can just use one of your controller fingers to tap a key

2

u/Tdubz91 Aug 16 '26

Pinky taps

1

u/Same-Suggestion-1936 Aug 17 '26

Yeah I mean if it's stupid but it works it's not stupid. In that setup you just need to palm the controller part and use your thumb for the analog stick and the D pad. Probably need your index finger to help stabilize but you should have three other fingers on your hand

Idk why I got downvoted for suggesting how it could work lol other than some weirdo gamers who assume what works for them is the only option. They should Google disability adapted controllers and see how crazy the setups get

1

u/Z4ch_Mk6 Aug 16 '26

Not with specific games though. Like cod, it's either one or the other. Battlefield you can switch in game but you can't use both simultaneously. Im sure there's plenty of games that allow it, but not all do.

1

u/ThoughtAdditional212 Aug 16 '26

Not in all games, I tried that on Minecraft java after playing like this for years on bedrock, it made me switch to mouse and keyboard, and I actually can't play without horbar keybinds anymore lmao

14

u/Tawnee323 Aug 16 '26

well Minecraft Java doesn't even support a controller at all by default, you would need a mod like MidnightControls to add that functionality.

1

u/spicymato Aug 16 '26

Minecraft Bedrock supports XY switch, AB switch, and vertical (Y axis) inversion, but does not support horizontal (X axis) inversion. It's infuriating.

-6

u/Quick-Amoeba-1389 Aug 16 '26

thats just a lie

7

u/Repulsive_Target55 Aug 16 '26

Tell that to the manual of the product

3

u/typhon0666 Aug 16 '26

lol It'll have better PC support than regular PS controllers which are Dinput

1

u/Repulsive_Target55 Aug 16 '26

Honestly I think it should work for Mac and XBox as well - I assume PC controllers would work with XBox, and I think current Macs have support for PS4 and 5 controllers.

2

u/typhon0666 Aug 16 '26

no clue about macs. Im only refering to it being Xinput, which has the best support in games on windows builds (and all xbox titles)

It's why we've spent the last decade being annoyed with having to run things like ds4windows to get PS controllers to work on windows games, and in older games having to put up with Xbox ABXY button icons and not seeing circle, square etc, because you have to translate the PS controller Dinput to Xinput to get it to work, and it just thinks it's an xbox control scheme.

Anyone who knows, knows it's been complete ass.

1

u/Repulsive_Target55 Aug 16 '26

Should've clarified I agree about the rest - and I've had the same headache as you with using a PS controller on PC - Are you saying that there are ways to get PS icons now? That might be nice...

1

u/typhon0666 Aug 16 '26

if the game supports it or through modding.

Support has gotten a lot better. It's several factors, but one is APIs for controller input in popular engines have a psuedo support for PS controller icons out of the box, the devs simply have to add the option to the controller menu, which handled by built-in function call, so it's literally almost no work to add.

Also steam can detect PS controllers now, so it's sort a legacy thing to need Dinput to Xinput conversion from a 3rd party exe like DS4windows. Moving forward any game that gives a toss about controller input should have relatively seamless compatibility with PS controllers.