i just got dead space 2 but i'm so disappointed

Gareth how was the psu? really good build quality/modular wiring? is it quiet? i've seen a lot of good reviews about it but would be nice to hear someone's opinion if it in action.

Is the HAF-X quiet too?

Make a vid of you playing Shogun 2 when you can mate would be great to see.:)
tbh im surprised the psu is good quality (in the past i had a bad time with Corsair psu). it is quiet , i don't hear any noise from it...

the haf-x is quiet also.... i just got 2 noise fans on my cpu heatsink :o

yeah i'll make a video of me playing Shogun 2
 
This thread and the interest it has generated on other websites, and generally amongst the gaming community, be it amateurs or professionals, has provided something tangible and hopefully ongoing. I don't want to speak too soon just yet, but I feel quietly confident that at the very least some developers will make controls fully customisable in future titles. Why they weren't in the first place I have no idea.

I did chuckle to myself reading this but it is not reasonable to assume this right?
However, the reality is that accessibility is often a secondary consideration and I see it everyday as I am an IT consultant on accessibility.
I support approximately 600 people who all work for a large government organisation and all of whom require an assitive software or hardware solution to get complete the work an able bodied person would do.
Fortunately assistive software has improved greatly in recent years and products such as JAWS, Dragon, Supernova can enable almost any disabled person to be as productive in the workplace as anyone.
Unfortunately it is programming and application design which are the biggest hurdles to overcome, as demonstrated by the OP, and awareness of this is the best weapon... that and a BFG :D

Kudos to the OP though.
 
I can't possibly see a reason why controls weren't able to be mapped in the first place. I appreciate I can only see one side since I don't work in games development, but when you consider what marvels they are able to conjure up with today's technology, then not being given mostly free reign to choose the controls seems odd. If there is a good reason for why this occurs I'd be interested to learn more, if someone could shed light on it?
 
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I can't believe this is my 1st post in this thread. I first came across this thread when it had a few posts, but was not sure if it was a joke or for real at the time and forgot about it. Just found it again and wanted to say I signed the petition mate. Hope that more developers make games that allow customising the controls in the future.

Amazing skills btw :)
 
I can't possibly see a reason why controls weren't able to be mapped in the first place. I appreciate I can only see one side since I don't work in games development, but when you consider what marvels they are able to conjure up with today's technology, then not being given mostly free reign to choose the controls seems odd. If there is a good reason for why this occurs I'd be interested to learn more, if someone could shed light on it?

I've had some experience of this, and whilst I think not being able to remap specific keys like arrow keys is unforgivable, it's actually quite tricky to create good remapping interfaces for games, especially ones that were designed for consoles originally.

In PC games you don't tend to have much in the way of context sensitive buttons. Because we have mouse and keyboards with loads of different buttons it's fairly common to have separate mappings for most functions.

With console games they have a limited set of buttons on the controller, so unless your game is fairly simple control wise - say a beat-em-up or a driving sim - where each button only has one function in-game, you have to double up with context sensitive controls, so each button may have several different functions depending on what you're doing in the game.

In, for instance, an open world game where you can do lots of different things like walking, driving, fighting, flying, etc. you have to change the button assignments on the fly which makes it tricky to make them remappable without having lots of restrictions as to which controls you can remap and which ones you can't, and of course you have to have a fairly complex interface to allow you do do that and to handle any conflicts. A game like that may have over a hundred different in-game functions that need to be bound to the controller buttons.

When you convert a console game to the PC keyboard and mouse you have to decide which functions will unique and which ones will be context sensitive. It's fairly complicated, and difficult to get right.

Another issue is that many games have on-screen help which needs to change to reflect the remapped buttons. Again this is not as simple as you might think, and requires a lot of work. For a console game you'll only need icons for the controller buttons, but on the PC you'll need to take account of all the keys on the keyboard and the mouse, plus joysticks and controllers.

One final issue is that apart from the xinput devices, all PC controllers are different and have different numbers of buttons, axes and layouts, which make it difficult to support fully custom remapping. It's worse when you have to deal with help messages, because of the non-standard button layouts and naming. So for example you'll rebind your controller buttons, then you'll get a help message in game which says 'press button 1 + 2' to perform an action. What are buttons 1 and 2? You can guarantee many joypads will have playstation like button icons, not dinput button numbers.

So it is tricky to support full remapping, but that doesn't excuse needless restrictions like not allowing you to bind mouse buttons instead of keyboard, or preventing people using arrow keys or the keypad, because those are completely artificial restrictions, that aren't needed if you've implemented remapping properly in the first place.
 
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Wow Chuck you actually got an email from Rockstar, I'm sure Gareth will be interested in what they have to say :D:p

I'm just glad that you got a positive response from all the devs so lets hope we see some progress.
 
get some benchmarks up gareth :)
http://3dmark.com/3dm11/838172

950/1375

24155597.png


950/1350
 
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Crikey, Im useless with my PS3 controller at FPS. Now instead of giving up in frustration, i'll man up and just get on with it.

Just goes to show how sometimes, one person CAN make a difference and get things done.
 
Hey Gareth, just saw a ted talk which might be of interest.


Basically a stripped down PS3 Webcam, mounted on a pair of empty sunglasses, and open source software that tracks your eye for control of the mouse.

I haven't found any videos of it in action yet, but I recon this the way forward. I know you won't be able to build it yourself, but I recon it's a project budding OCUK'ers would be up to.
 
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Gareth i heard you and i joined this forum. Because i have an idea. But if i will make a mistake, forgive me. My English is really poor. My idea is gumshield console. I think teeth will be button. Tongue instead of hand. Lower jaw is ground, upper jaw is optic mouse. And jaw movement's instead of mouse movement.And work with watch battery, use it wireless.
 
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