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Mouse Settings

 
The most important function of X-AIM is how it converts your mouse input into controller stick positions. Console shooters were never designed for mouse control, so, incorrect conversion results in poor aim. The mouse settings panel features all possible adjustments you may need to achieve a PC like movement between your mouse movement and the in-game reticule movement.
 
IMPORTANT
When running X-AIM and Capture Mode, make sure you have any other programs closed down, especially web browsers such as Firefox, as this may cause lag. You want the signal between your Keyboard and Mouse to your console to be as clean as possible.

 
Mouse Settings
1
Smoothness
1. Smoothness
The mouse motion can be smoothed using previous mouse motion values, this is useful for lowering jerkiness, especially with a low DPI mouse (below 2000 DPI). X-AIM uses a non-linear filter of averaged mouse input over time, where the configuration value (X, Y) dictates how much the older values will have influence over the filtered result, in that specific axis. The bigger the configuration value, the smoother the mouse movement will be. But there is a catch, the mouse responsiveness is also affected.
2
Stickize
2. Stickize
PlayStation 3 and PlayStation 4 consoles and its controllers will not let you move the analogue stick to the X and Y axis of a full square when diagonal, it only moves in circles, regardless of how you are moving the stick. However, with an Xbox you can have both X and Y axis fully register a square shape (+100 /-100) despite the stick being circular.
 
The Stickize option converts the values of the mouse input to match the circle area of the analog stick (essentially adding an outside deadzone). The possible values of the analog sticks are usually confined to the area of a circle, being impossible to reach the maximum values in the diagonals. In this case, the stickize setting can be adjusted to cancel this effect, enabling access to the full X and Y access and essentially erasing any deadzone. The behavior of some mice/games react differently to this of course. You may find that the default max value of 142 works perfectly, whereas you may have a game that is far more responsive with a setting of 115.
 
We have tried to illustrate this as best as possible in the graphic below.
 
 
With Xbox games, this should be left at its default value (142). For PlayStation games, the only one that we know which specifically requires this adjustment is Battlefield Bad Company 1 (PS3), however there are reports that a value of 115-120 works well with some PS3/PS4 games. As always every mouse and game will be different, and we recommend that you keep the setting as default (142) unless you find it absolutely necessary.
3
Acceleration
3. Acceleration
The acceleration parameter changes how the game's reticule will respond to slow and to fast mouse movements. Values higher than 1 increases the effective acceleration, making the game's reticule move slower at slow mouse movements, and faster to fast mouse movements. Whereas values lower than 1 decrease the acceleration and have the opposite effect. The goal is to cancel the in-game acceleration, which is generally positive, meaning you have to find out the acceleration setting (usually between 0 and 1) that cancels the in-game acceleration. This setting is usually the third one you will make changes to.
4
Deadzone
4. Deadzone
The dead zone parameter allows you to shift the stick positions away from the analog stick center, this enables you to skip all the stick positions around the analog stick center that do not generate in-game movement (these positions are called the dead zone of the analog stick). If the lowest input motion does not generate enough movement, increase the dead zone parameter. Console games usually apply different deadzone values for the X and Y axis. This setting is usually the first one you will make changes to, as explained in the guide Finding the Game Deazone.
5
Sensitivity
5. Sensitivity
The sensitivity parameter is nothing more than a multiplier, the input motion is multiplied by the configuration value, expanding the output motion range. Increase this setting if the in-game movement is too slow, or decrease it if the in-game movement is too fast. This setting is usually the last one you will make changes to.
6
Deadzone Shape
6. Deadzone Shape
The deadzone shape can be set to either a rectangle or ellipse. As you can adjust independently the X and Y it is possible to cover any possible deadzone shape. For example: to make a circle deadzone select the ellipse shape and lock the X/Y on deadzone settings, with a ratio of 1.00. This setting is usually the second one you will make changes to.
7
Circle Test
7. Circle Test
The circle test will simulate a continuous mouse circle movement using the radius length and speed value of the correspondent controls. Check the checkbox to start the circle test and adjust the circle radius and speed if necessary. Tweak the mouse settings as described in each section until the in-game reticule start moves in a perfect circle.
8
Mouse DPI
8. Mouse DPI
Set the mouse DPI value to match exactly your mouse DPI capability; a mismatching value can result in jerkiness. A mouse with at least a 1600 DPI is highly recommended. A higher DPI mouse usually gives a better linearity (i.e. smoother movements). The better quality mouse, the better experience you will have.
9
Response Time Curve
9. Response Time Curve
This graph shows the mouse responsiveness based on the smoothness settings. The goal is reach the top value as soon as possible, but with enough amount of smoothness required by your mouse.
 
The red curve represents the X axis and the blue curve (not shown in this example) represents the Y axis. As the smoothness setting gets bigger, the time to reach the top value will be longer. This interval is called "response time", also known as "input lag".
10
Acceleration and Sensitivity Curve
10. Acceleration and Sensitivity Curve
This graph shows the effect of acceleration and sensitivity adjustments, where the input values are expressed along the In axis and the corresponding output value along the Out axis.
 
The red curve represents the mouse X axis and the blue curve represents the mouse Y axis.
11
Stickize and Deadzone Area
11. Stickize and Deadzone Area
This graph shows the shape and the area of stickize and deadzone adjustments, where the gray region corresponds to the affected area.
 
The red border delimits the deadzone area and the blue border (not shown in this example) delimits the stickize area.
12
Buttons
12. Buttons
Press OK to apply and save the settings, or Cancel to discard any changes. Both buttons will close the Mouse Settings window.