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Raise the Motion sensitivity X limit to 600% - #1302
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hckrman101 merged 1 commit intoNov 9, 2026
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The horizontal motion aim is weak at the console's 100% default, so players could not turn it up far enough. Raise the row's maximum from 300% to 600%; the minimum and step are unchanged, and the option keeps saving and loading through the existing range. Update the readme's Controls table to match. Assisted-by: OpenCode (DeepSeek V4.1 Flash)
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Looks good. Widening the row's hi from 300 to 600 is all that's needed: the options file is clamped to each row's lo/hi when it loads (std::min(std::max(v, r.lo), r.hi)), so older saved values stay valid and a hand-edited value above 600 is pulled back to 600. Nothing else holds a 300 cap for this setting; pad_sdl.c just divides the option by 100 and hands it to hos_motion_update. The slider and stops_at_ends work from lo/hi, and the readme line matches. CI is green.
One thing for merge order: #1237 moves this row to TAB_MOTION and touches the same line (still 300 there), plus the readme's Controls table, so whichever lands second will conflict. It's a trivial fix, just keep the 600 in the moved row.
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What changed
gpu/vk/vk_menu.cpp: the Controls > Motion sensitivity X row's maximum is now 600% (was 300%); the minimum (10%) and step (10%) are unchanged.readme.md: the Controls table lists the new range.Why
The game's horizontal motion aim is weak by default, so at 100% it feels insensitive in the X direction and 300% did not leave enough range to compensate. Doubling the maximum gives players room to make horizontal motion aiming usable. Motion sensitivity Y is unchanged.
Testing
tests/test_motion.py,tests/test_mouse_settings.py,tests/test_rumble_menu.py,tests/test_menu_hit.pyandtests/test_menu_restart.pypass.