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A better question: who would want to play Gran Turismo 3 or 4 without pressure sensitive controllers?

Even using the original ps2 or ps3 controller with the right drivers on PCSX2 doesn't really reproduce the same smooth acceleration/brake curve of the PS2.

Playing them on a keyboard or fully digital inputs is just a miserable experience.

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I wonder if it would be possible to build in support for keyboards with hall effect switches like the ones Wooting make. Those keyswitches are analog.
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>Even using the original ps2 or ps3 controller with the right drivers on PCSX2 doesn't really reproduce the same smooth acceleration/brake curve of the PS2.

why not? if we're at the point of byte perfect recomp of system firmware+games, surely we could find a patch that would fix that in both pcsx2 or this project

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I think the game is simply hardcoded with a sensitivity curve and deadzone specific for the Dualshock 2 pressure buttons on a regular PS2. Some third-party controls aren't too great to use with PS2 GT games, too.

Patching that is possible I guess, but it would also require setting up some sort of calibration in the game.

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Most people I know use the DualShock 4 for PS2 emulation. All you need is to write a mapping for the DS3, 4 and 5 to the DS2 curve and you can cover a big part of the users.
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Generic PS2-to-USB adapters ignore that part of the spec, so the PC doesn't receive these inputs at all. You'd need to build your own adapter out of Arduino or something.
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There are two types of generic PS2 to usb adapters, the one designed for pc (usually has two ports) and the one designed for PS3. The PS2 to PS3 controller adapters work perfectly with the right drivers (DSHidMini on Windows).
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Cool, didn't know that. I thought they've got rid of pressure sensitive buttons in PS3 already, not PS4. Thanks!

So apparently, to make pressure sensitive PS2 controller work in PCSX2, you need ShanWan PS2-to-PS3 adapter (or equivalent), DSHidMini, and set input mode to SDL. Since I lack both pieces of hardware, I can't test it myself. Or skip the middleman and get a PS3 controller, which is a better option anyway for several reasons.

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Right analog should be accelerate and brake.

Analog buttons were always a bad idea and should never be used.

These days you can map analog triggers to the sticks for a modern experience if you want that.

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> These days you can map analog triggers to the sticks for a modern experience if you want that.

It gets wonky if you press both analog triggers at the same time though. I've also tried mapping them to X and O to simulate the pressure, but the range is also somewhat off, with a way steeper curve (half pressing a trigger gives nearly 100% intensity of the OG buttons).

An alternate solution I've seen around is using a GMIX or similar devices and mapping the g29 wheel controls from the game to a modern Xbox/PS controller, but I've never tried it myself.

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This is exactly how I play GTx as well as Tourist Trophy.
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I think the ergonomics of right stick for that is horrendous, but aside from that, for a racing sim game, you're gonna need to be able to hit the brake and the gas at the same time.
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It's just practice. I've been playing that way since GT1 so the ergonomics of anything else is awful to me.
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wow, how awesome it would be to play those games with Trackmania-like reload-times (if you restart the race in Trackmania, you're immediately at the starting line again).

I assume it would require some additional patching in those GT / NFS games though...

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Would save states suffice? Because that already exists.
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Or without the very-much-needed hold-your-breath moment at startup, where you listen to the sounds to see if the DVD actually loaded correctly. You get a ~1 second moment in there where life itself suddenly stops, before you hear the "viump" that tells you everything is OK in the world.
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PS1 was more fun. You could tell it's failing to load before it failed to load. Then you give it a good smack and it tries harder before giving up. You could get almost any game disc to play reliably in 3 hits or less.
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That's easy enough to simulate, too, isn't it? Just pause the game manually at the right spots to make time to get up, make a sandwich, eat the sandwich, take the dog out, walk the dog around the block, and then use the bathroom before resuming. No worries.
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ITYM "Who would want to play Gran Turismo" [Preparing...] <fwsssssssssss rrrmp fssswsss grmp fsswsss grmp fssswsss grmp> <ejects disc, polishes on T-shirt> <fwsssssssssssssssssssssss> "without long CD" [Preparing...] <aw no not again...> "loading screens?"
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And you lose the acoustic error handling too: one seek noise meant resolve(), another meant reject().
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