Why is it needed? Here's one example why (Metal Gear Solid 5):
Problem (copy paste):
"so i played the console version of this game and is nobody noticing how awful....
...the deadzones are on the pc version with a controller? its easy peasy aiming on the console version its really smooth. why is the pc version like this? is there a patch for this?"
My answer to the problem (same problem, other topic):
"x360ce is a better choice [instead of Durazno]. It's not just a deadzone issue. The sensitivity is also fucked.
I compared both the PC and PS4 version and adjusted it to be similar on both platforms. I even recorded both systems at the same time with the controller working on both systems simultaneously to get accurate results.
Again, to clarify: The PC deadzones in TTP (and sadly, most games) are exactly the same as on the last-gen consoles (Xbox360, PS3). The current-gen (Xbox One, PS4) have much better gamepads, so they coded different deadzone and sensitivity values"
Going from the PC (and PS3) to the PS4 or vise-versa is a day and night difference.
Again: Deadzones are smaller on PS4, sensitivity in the center much higher (=controls much better). That's the reason why I'm asking for negative values in the curve slider (or a check box to invert the curve like in x360ce). Like I said, it's already supported but only by editing the .ini
A negative value in a quadratic equation only really sends the curve above 1,1. With IM clipping any value over 1 all you really end up with is the same result as if you just increased sensitivity to over 100% as the deviation from 1:1 over the span of x is minimal and the difference that is visible is close to a change in X gain.
Well I seriously dont think you would actually feel a difference between a -curve and +100 sensitivity, but I will add it to the list anyway once I get to the part of im 1.6.11 that invovles me rewriting that stuff.