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Uniform Mouse's cm/360° converter should allow support for Steam Input's Angles to Mouse Pixels #8

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@AL2009man
Image (default mouse sens and manually calibrated)

less than 2 years ago: Steam Input overhauled it's Gyro system to use a Real World Sensitivity (or Natural Sensitivity Scale, as Valve refers to it) slider that is scared across Gyro and Flick Stick. What this means that you can have a more consistent mouse scaling system across both Input styles (and potentially Joysticks and Trackpads in the near future), as opposed to separate arbitrary numbers.

for example: setting the sensitivity in Quake or Source to 2.5, and the mouse pixels would be 6545px. Alternatively: 3.0 / 5454px. This assumes that the game already has a Angle-based Camera system and assigns 0.022` mouse multiplier under the hood. I previously written about it on r/GyroGaming regarding Mixed Input support and the likes

but if you want a more technical terms:

Default Mouse Sensitivity = "2.5"
Angle per Mouse Dot = "0.022"

camera.yaw += mouse.x * 0.022 * mouseSensitivity; camera.pitch += mouse.y * 0.022 * mouseSensitivity;

in the case of Mirror's Edge: using default mouse sensitivity settings with or without uniform scaling, my own custom calibrated mouse angles would be around 2340 (rough estimates).

in wake of Steam Controller (2026)'s release, it might be a good time to update the 360 Converter to allow support for Input Remappers' own Angle Calibration system (Steam Input, JoyShockMapper), as they're more reliant on the angle counts.

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