PlayStation Bug: Diagonal movement on joystick stutters between walk and run

phearbot

Greenhorn
Issue: When attempting to run diagonally using the joystick on some ps5 controllers, the player will briefly stutter/switch between walking and running. For me, this occurs primarily in the down-left direction. This did not occur before the 1.6 release, and I initially thought it was simply my controller going out, but there have been multiple other people in this forum who reported similar issues after 1.6 released:


Additionally, I used the "gamepad tester" on hardwaretester.com to validate the control stick was functioning. I tested both of my controllers, and while both left sticks seem to be reasonably functional, the one having the issue has a very slightly weaker down-left direction, and a stronger down-right direction. Screenshots below. I considered not even filing a bug for this, but seeing multiple other users reporting it, and knowing that it was introduced in 1.6 it felt like it was worth mentioning. My guess is there was a code change related to stick-drift that does a calibration using minimum and maximum received inputs, and the run/walk logic uses a fraction of that, and on a controller with a slightly weaker axis in a given direction, this would be the result. It could also be something like a change to the way the input vector is being normalized.

Turning on "auto-run" is a somewhat serviceable workaround, but it does make fine tuning position for certain activities harder.

Left controller has the issue, right does not.
problem-controller.png
fine-controller.png


Platform: PS5
Version: 1.6.9 Build 40
Save: Occurs on all saves
Single and Multiplayer
 
Last edited:

Lilachiccups

Newcomer
I've been having this very same problem on my PS4 for a while! I'll only add that my farmer lags and stutters EVERY direction (up, down, left, right, diag...)

Sometimes, she'll GLIDE into a room like she were on a conveyor belt going in or out a new room/outside. And it's not only on my farm but any doorway.

I feel like I noticed it happened more frequently when I read the "Way of the Wind" books and "Ol' Slitherlegs".

Update Version: 1.65
Platform: PS4
 

evergreen oak

Sodbuster
So THIS is why diagonal movement feels off ever since the update in November. I hope this is addressed. I'm losing faith that all bugs will be squashed and the game will be properly fixed up in any reasonable amount of time. This has all been so tedious.
Please prove me wrong, CA and Sickhead.
 

Wilmair

Newcomer
Has this been fixed yet in any way? I have similiar problem on my PS5 . I cannot move down at all without my character turning up and moving totally opposite directiob. This is very frustrating while trying to leave buildings. As soon as I get out I run back in. I can eventually move down by diagonals and multiple attemps but this maked my gameplat aweful.

I play on version 1.66 and standard farm
 

mewsubi

Developer
Has this been fixed yet in any way? I have similiar problem on my PS5 . I cannot move down at all without my character turning up and moving totally opposite directiob. This is very frustrating while trying to leave buildings. As soon as I get out I run back in. I can eventually move down by diagonals and multiple attemps but this maked my gameplat aweful.

I play on version 1.66 and standard farm
Have you tested your joysticks? You may want to try re-calibrating your controller, as that sounds more like stick drift
 

mewsubi

Developer
Issue: When attempting to run diagonally using the joystick on some ps5 controllers, the player will briefly stutter/switch between walking and running. For me, this occurs primarily in the down-left direction. This did not occur before the 1.6 release, and I initially thought it was simply my controller going out, but there have been multiple other people in this forum who reported similar issues after 1.6 released:


Additionally, I used the "gamepad tester" on hardwaretester.com to validate the control stick was functioning. I tested both of my controllers, and while both left sticks seem to be reasonably functional, the one having the issue has a very slightly weaker down-left direction, and a stronger down-right direction. Screenshots below. I considered not even filing a bug for this, but seeing multiple other users reporting it, and knowing that it was introduced in 1.6 it felt like it was worth mentioning. My guess is there was a code change related to stick-drift that does a calibration using minimum and maximum received inputs, and the run/walk logic uses a fraction of that, and on a controller with a slightly weaker axis in a given direction, this would be the result. It could also be something like a change to the way the input vector is being normalized.

Turning on "auto-run" is a somewhat serviceable workaround, but it does make fine tuning position for certain activities harder.

Left controller has the issue, right does not.
View attachment 27912 View attachment 27913

Platform: PS5
Version: 1.6.9 Build 40
Save: Occurs on all saves
Single and Multiplayer
I've started looking into this alongside the console porting team, as we've also been working on our controller support on mobile & PC.

From what I can tell, this is also a problem on PC. Auto-run is enabled by default on PC, though, so we haven't seen reports about this issue there. That said, I also don't see anything that suggests this was introduced in 1.6, after also testing the previous 1.5.6 version. It seems controllers with perfect circularity and/or weaker diagonals on the gamepad tester (such as the GameSir Cyclone 2's default settings) can barely ever run in Stardew on the diagonals, if at all.

It is worth noting that with a circularity graph like the one on the left, there are a handful of games (like Rocket League, for instance) that would not work well with the lack of "overshoot" on the diagonals of the circle. A normal dualshock/dualsense joystick calibrations should look akin to the graph on the right, with stronger diagonals, so I would recommend looking into recalibrating the joysticks, if possible. Perhaps Playstation itself had some sort of software input processing to account for this that changed, hence why it stopped working in Stardew, but I can really only guess.

We'll continue looking into this though, as it seems clear that all platforms will need a patch to address this. Definitely a subtle & unexpected bug; thank you for the thorough report! Hopefully we'll have this fixed in an upcoming patch.
 
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