Controller vibration is wayyyyyyyyyyyyy too hard since last update

GTA V version? Latest
Up to date? Latest I say
Legit or Pirate copy? LEGIT
Steam/CD/Social Club? Klaceyes
Windows version? W10 updated
Did you try to delete caches.xml and try again? YES
Error screenshot (if any)
System specifications useless for that problem imo
What did you do to get this issue? tried to accelerate/brake on a drift server, it’s cool that you make a kind of accel decel vibration control, but at least let us decide how to set it up rather than forcing a 100% vibration on the controller when we are at 50% on the triggers
What server did you get this issue on? FullBoost, it occured to someone else on an other so it’s not sticked to a server (also it was never like that soooo)
CitizenFX crash zip file useless for that :o
CitizenFX.log file ?

.dmp files/report IDs wot

Also add what you already tried so far.

nothing more

Having this exact same issue on Slipstream Drift server, i have a razer controller that i can use to slower my vibration and i’ve put it onto the latest setting and it’s still brutal. Makes my controller sound like a drill

I am having the same exact problem. My controller is vibrating so hard after the update, I am not even able to drift in drift servers anymore since the vibration is just too strong and mostly coming through my triggers. I played for like 15 - 30 minutes and my hands are already in pain from vibration

Are you using a Xbox controller, because the 4 people I’ve found with the same issue are all using the Xbox controller or a controller that runs off xbox format

Main vibration motor values haven’t been changed at all and should still be using the same scale - are you sure you’re not misinterpreting something else or using a weird third-party 4-motor controller that interprets scale differently across APIs?

On a first-party Xbox One Elite Controller 2 the trigger vibration seems in line with any other game supporting it, but this was only tested with vehicles on standard handling settings - maybe some custom handling changes the vector scale used for traction?

Found a fix
Whilst in game open F8 console and enter
in_useWindowsGamingInput 0

by default it is set true but after setting the value to 0 (false) the vibration is extremely reduced and should be exact same as what it once was or at least similar

I ain’t understand a single thing you said deterministic_bubble :o

All i can tell you is that if you base your controller vibrations on handlings, you’re gonna just break it (we use values to force the car oversteering and having a constant grip loss with reckless engine rev values and engine torque sometimes).

i’ll try the windows input thing, the only thing that’s gonna be frustrating is to apply it everytime you start fiveM :confused: at least until it’s fixed

Having the same issue. vibrations are all out of wack.

tested with != based on

provide tangible info or don’t post at all (e.g. “if changing this handling value the controller vibrates any time any power is applied” or such)

the original r* math for controllers is sadly not available as the xb1 version of the game isn’t dumpablw, but the approximation here seemed well enough for all the built in vehicles

provide tangible info or don’t post at all (e.g. “if changing this handling value the controller vibrates any time any power is applied” or such)

aight bud, cya :wave:

1 Like

…?

note that we don’t have the handling data settings that you might happen to play with, how do you expect us to test with something you’re not providing at all

I got no desire to be your beta tester, even more when I see answers like “provide info or don’t post” on my own topic.

You have all informations needed to make them, aka the server I play with a handling editor.

Do it yourself.

1 Like

yeah don’t post a topic if you’re not wanting to cooperate with any help

that’s still not the handling file you’re using, nor the settings you’ve got configured.

except you still didn’t specify the required info at all.

why the fuck do you think most support topics don’t get any help? oh yeah it’s because everyone’s like you:

pls fix! no info! just fix!

Basically, provide the modified handling data so it can be tested on his end, without it you can complain all you want, it won’t get fixed. Have fun with your arthritis.

vibration should have nothing to do with the handling.meta in use, considering this wasn’t a problem until yesterday in which there was a fivem update yesterday, I think it’s safe to say that this isn’t a client-side problem.

https://cdn.discordapp.com/attachments/561720139465228290/699568935636303902/unknown.png

image
y’all set it to true, we fixed it with false, it’s got nothing to do with handling.metas mr staff member

hey mr smart person

that’s not a fix

the functionality was added in that commit in the first place, it never was false before

if instead of being a smart-ass you just provide information that could help us fix it that’d benefit more than just you two

well it’s fair to say that the vibration is heavy while drifting, so it’s either the loss of traction or the wheel-spin that is affecting the vibration. once again, not handling.meta.

Guess what file makes it affect vehicles differently than the standard vehicles.

Seriously, just provide the handling.meta y’all are using. This issue could have been properly fixed two hours ago.

and what defines the amount of traction loss?

oh right, handling.meta!