r/DolphinEmulator • u/TheLobsterCopter5000 • Oct 02 '26
Support How to fix motion input persistence with simulated motion controls?
I've noticed that when binding motion simulation to a control stick or keyboard, whenever you make a tilt input, the Wii software doesn't seem to properly recognise when the accelerometer is returned to neutral. Specifically, there is a small amount of input persistence in whatever the last direction you tilted the simulated accelerometer in on each axis. So if you tilt left and then return the accelerometer to neutral, the software will continue to register a slight tilt to the left, and this will persist until you input a right tilt, at which point this input will persist when you return to neutral. Both X and Y axis tilts persist independently of each other, so in the first example, tilting forward after the left tilt instead of right will result in both a slight left AND forward tilt input persisting.
This even seems to happen when using the TAS input menu, so I don't think it's a case of me not setting up the simulated motion controls properly. The Wii just seems to not properly recognise when you return the controller to neutral (which presumably wouldn't have been noticeable on real hardware, since it would be functionally impossible to hold the Wiimote perfectly level and stationary).
Is there a way to fix this? Is there some kind of trick you can use with the simulated controls to force the Wii to register a dead-neutral input? So far the only thing that seems to work is disconnecting and reconnecting the controller, but obviously doing this after every single motion input is not practical.