If a PS5 controller has ginfull hall effect joystick replacements it will cause walking and running issues. You'll move the joysticks to the furthest position to move as fast as the character can and it will either keep walking at slow speed or stutter between walking and running causing the character to move slow. I've calibrated the joysticks multiple times the error rate is under %5 was not a solution, I've tried 2 different controllers that have these joysticks with the same results. Some directions work better than others. This issues is with the game and not the joysticks/controllers. No issues have been experienced on any other games using those 2 controllers. I've tried a 3rd controller without hall effect joysticks and it has no issues. So reinstalling the game is not a solution. Only a patch can fix this. I'm not looking for trial and error suggestions on my part, I've done all that already including a controller reset by pressing the back button, the batteries were not low either.
Hey, thanks for the report. We're aware of this issue, and explained it on the previous post:
https://forums.stardewvalley.net/th...joystick-stutters-between-walk-and-run.36061/
Long story short: A < 5% circularity error is too low for Stardew. We will eventually issue a patch for that, but I recommend calibrating for a higher circularity error, as there's a reason controllers are calibrated like that.
Longer explanation:
A handful of games (like Stardew, currently) will actually expect your circularity "error" to be between 6% - 12%, since that's how most controllers are made (check out
Gamepadla, and look at the verified circularity error they report for various first-party controllers). Here's the default calibration for my Dualsense Edge, for instance:
In my experience, a stock DualShock 4 or DualSense controller will usually be around an 8% circularity error, even though their stock joystick modules are fully capable of perfect circularity. They don't do that, because there's very few games that will have issues with such a circularity error, even as high as 20%, and there's even some where it's an advantage (See:
DualShock 3 w/ 20% error vs DualShock 4 w/ 8% error in Rocket League).
As someone that does repairs on DualShock 4 & DualSense controllers, my general rule of thumb for a Hall Effect or TMR stick replacement (or just a recalibration in general) is to aim for a 8% circularity error, like a normal controller, at least on the left stick. That'll give you the least amount of issues for most games, since the left stick is typically used for movement. On the right stick, it can be fine to aim for a lower circularity error, since it's typically used for camera controls (or cursor control, like in Stardew). Most games will clamp the values to a circle in any case, so there's a slight chance it could be beneficial.
Since you're on a DualSense, the Dualshock Calibration GUI will let you fine tune the calibration data. (The tool is missing this feature for DualShock 4, since the firmware offers no way to directly write the calibration values for the sticks)
Do the initial calibration the normal way (rotating the sticks, etc.), then open up the fine tuning menu and add 100 to the up & left directions, and subtract 100 from the right & down directions, to make the graph more rectangular (100 is just an example, it could be more or less; just see what works). Fine tune it as needed for a circularity error of 6%+, and make sure the graph is symmetrical; that's far more important than circularity error. Nudging the center slightly can help with the symmetry as well.
For reference, here's my own circularity graph, for a DualSense with TMR sticks:
The above controller has no issues with running/walking in Stardew, while still having the anti-drift properties offered by Hall Effect & TMR sticks. Depending on the games you play, you may or may not want to have lower circularity error on the right stick, but definitely aim for that ~8% sweet spot for the left stick (unless you're planning to play eFootball Pro Evolution Soccer, or so I've heard).