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BHVR is neglecting hybrid control schemes accessibility and exploits

Pootez
Pootez Member Posts: 11
edited September 2025 in General Discussions

Hi,

This discussion surrounds a bug that was seemingly introduced around the release of the Trickster (Mar 2021, 4.6.0), that BHVR has acknowledged and neglected to fix. This bug causes 3 main problems: FPS drops, missed inputs and update suppression. It is caused by using hybrid control schemes (controller joystick + mouse input)

The update suppression feature of this bug enables exploits such as these:

If you've ever seen something similar happen in your games, this might have been at play, given people know of this mechanic.

Stun invulnerability - Update suppression

The stun invulnerability clip was from the first game I tried joystick movement on killer, and the bug occurred multiple times, meaning it is reproduceable. As soon as it happened, I knew what was going on, given I'd seen the youtube short above about the exit gates. (I've previously only been using joystick on survivor, where this specific issue hasn't occurred)

In short, the bug occurs because the game is continuously switching between control schemes (controller/KB&M), because both are analog inputs. When this updates every frame (as seen by the glyphs changing), it suppresses/stalls inputs from the game. This only effects updates that are client-sided, which we of course know is authoritative over a lot of game events.

See under for suggested fixes for this bug.

Accessibility - FPS and input impact

Outside of the exploitable effects of this bug, it has had a major effect on accessibility. A lot of people, for different reasons, can't optimally play DBD and other games using keyboard. When this bug was introduced, multiple people reported it on the forums (see under).

Given that the engine is seemingly updating control schemes every frame, which can cause severe FPS drops, meaning using hybrid control schemes isn't an accessibility option. (This may have improved in recent updates, although my PC has been upgraded)

Even without the FPS issues, the game is unable to pick up inputs from both control schemes at the same time. This means that if you try to use a keyboard binding while the control scheme is detecting controller, the input will be ignored until the next frame when it switches to keyboard, in which you'll have to press it again.

So if you are moving with an analog stick and looking around at the same time, you can't consistently use a digital input (key or controller button presses).

BHVR neglect

This issue is not new, even to BHVR. Here is a list I made (over a year) ago compiling all the forum posts I could find discussing this issue:

As seen here, the issues related to FPS has been acknowledged since 2021, while issues of input problems have been under review for 2 years.

I've personally sent support tickets to have this looked at, but also more specifically, for it to be added to the Known Issues section of the forums. If you check as of now, it has not. The issue request contained the above list, a detail description of the problem (not update suppression), a description of the impact, along with descriptions of how other games deals with these issues.

The responses were, in brief, that:

  • No timeline can be given, but they can assure they will be looking into it (Oct 11, 2024)
  • (After a follow up re-requesting for it to be added to the known issues) "Also, about your quest for this bug to be set in the Know Issue section of forum, we'll take a look at it but we can guarantee that this change will be made." (Oct 30, 2024) (may have been a typo, I guess?)
  • (after a follow up) "Regarding the case being added to the known issues in the forum despite what you were informed before, we can't guarantee it'll be added to that section at any specific moment." (Jan 28, 2025)

I genuinely believe the people who work at BHVR are well meaning and want this fixed. My assumption is that profit motives muddle that process and administration in general. I am not holding any individual accountable for this issue not getting allocated resources.

Fixes

This issue is common in many more games than DBD, and not all allocate the resources to handle it.

When the problem is limited to the glyphs changing upon hybrid controls being used, one common fix is to enable a setting that restricts the glyphs to a specific control scheme. (Picking KB&M, for example)

This might not work cleanly in DBD, given that the game is clearly switching between modes where the other control scheme stops being monitored. For a hybrid control scheme to work here, an option may need to be added and implemented to allow multiple input types to work simultaneously, on top of specifying which control scheme's glyphs should be displayed.

These fixes may not address the crucial part of this bug, which is the update suppression. They have to stop the updating of control schemes to suppress game updates. To get it out of the way, this can be mitigated by tackling client side authority by means of server side validation. The client shouldn't be in charge of whether or not a stun occurs. (this is a general solution though)

To tackle the issue specifically, they can tweak the engine to not suppress updates upon switching of control schemes. Ideally though, they should make it so that multiple control schemes could be used at once, and dynamically add whichever is detected to the list of monitored/accepted inputs. This would fix the other issues except for the changing glyphs, which can be fixed with an option to lock one control scheme.

Another great change that would assist in accessibility and fix exploiting, is to make analog inputs non-exclusive to control schemes, meaning that analog stick movement and mouse movement is accepted by both KB&M and controller control schemes (so that only key or button presses switch modes). This means that mouse movement doesn't switch over to KB&M, while joystick movement doesn't switch over to controller.

The laziest and worst way they can fix this, is by adding a delay on how often control schemes can be switch. This would fix the exploitable parts, but absolutely gut accessibility harder than before.

Workarounds

There are no optimal workarounds for the accessibility issue that I've found, but here are three with their trade-offs (keep in mind reWASD is a partially premium software):

  1. Rebinding analog stick to WASD inputs (native software / reWASD). Removes a lot of the benefit of using analog stick.
  2. Rebinding mouse to right joystick (reWASD). This makes your mouse emulate the right joystick, but generally poorly emulates mouse movement ingame.
  3. Rebind to only use mouse buttons. The mouse buttons in DBD seemingly don't always cause a control scheme switch, meaning they work somewhat consistently regardless of the current control scheme the game recognizes. (more testing needed, it seems the switching can eat any input)

All these options are less than ideal, but the rebinding to mouse buttons have worked OK for me on survivor.

Why I care (or why you might)

Obviously, the exploits these issues provide should not be in the game, and it is impossible to tell if someone is using hybrid control schemes specifically to exploit these. Bans for this would be at an impact to people who are using hybrid control schemes, for accessibility or otherwise.

Although it is not an issue for myself, I've come to be quite frustrated with BHVRs lack of action towards accessibility, especially since investigating this issue, although it's quite well known this extends to other accessibility issues throughout the game.

I myself have always been interesting in tweaking how I play games in creative ways, I discovered the stun immunity in the evening after creating this joke video about TF2 joystick air strafing mechanics. As mentioned in that video, I don't think we should be limited in innovating and adopting new control schemes that may suit us better. It is in some way strange that despite the culture around gaming nowadays we aren't curious to see what different types peripherals can change the way we play.

I have been adopting using a Azeron Cyborg 2 in some of the games I play, TF2 having very decent support for it with some interesting advantages. (good video by pinguefy on this aspect) A big portion of this interest is because I'm interested in and prefer not using 3 of my fingers just for horizontal movement. (WASD)

In DBD specifically, it is somewhat well known that there is a trade-off between KB&M and controller.

  • Mouse movement allows you to have very good control over your camera, while KB&M limits you in movement direction. This means you have to use your camera to control the direction you move in, resulting in precise flicks when looking around to maintain your movement direction (where imprecision results in small losses in distance).
  • Controller allows you to move in any analog direction, on the cost of having less camera control. Some pro players prefer or have otherwise switched to controller for this benefit.

Allowing hybrid control schemes in DBD would allow the player base who are currently compromising in these aspects to more freely express their skill. I don't think technical limitations should keep people back from playing the game how they prefer.

Post edited by Pootez on

Comments

  • AbsolutGrndZer0
    AbsolutGrndZer0 Member Posts: 1,850
    edited September 2025

    Thank you so much. I had no idea something like this was even possible, though I now see why it would help many people. Heck, if not for the bugs you mention here, I might even consider trying it myself instead of KB/Mouse as sometimes I can't play very long as my keyboard hand starts to cramp up… But definitely don't want to deal with these bugs.

  • Laurie268
    Laurie268 Member Posts: 599

    Atleast now people will start abusing it and BHVR will be forced to patch it… sad that that’s what it takes to get something fixed

  • Pootez
    Pootez Member Posts: 11

    I haven't witnessed anything abusable using it on survivor, where I think the main benefit is, since you're more actively looking behind yourself in chase. I've been using the method of rebinding some keys to mouse buttons, and it seems somewhat stable, although some inputs are still ignored at times. I notice I'm not instinctively doing precise 90 degree flicks, and have an easier time looking around while maintaining my direction 👍

  • Pootez
    Pootez Member Posts: 11

    I thought about not making a larger post about it, but I feel like this would be the result:

    1. I post a bug report on the forum. Only people who are looking through bug reports would find out about it.
    2. Those people may start abusing it, and people who witness it would just assume they're cheating.
    3. The issue gets misdiagnosed by the community as a cheat, and awareness around the specific exploit isn't clear.
    4. The bug would remain for longer, even though less people may have the knowledge of how to abuse it.

    At least if the community is made aware of it, they can more actively campaign for change, and hopefully acknowledge that the accessibility aspect shouldn't be ignored in fixing it.

    That, as well as we might see more skill expression if people are made aware of and able to try out this alternate hybrid control scheme, especially for those that would gain aid in accessibility. I genuinely think that'd be an nice direction for the game, even though some might complain that a hypothetical "optimal" control scheme is harder to access, since controller + mouse may be the only option for some, without purchasing something like an Azeron Cyborg (or similar).

    Some Youtube videos may at least contain less frequent mouse flicking, as seen by some youtubers that use controller.

  • Pootez
    Pootez Member Posts: 11
    Through some testing, here is an update:

    Mouse buttons function in both control schemes, are never neglected by the control schemes themselves, and do not cause a switch in control schemes. This means they can be used to minimize the issues caused by this bug.

    However, there appears to already be an interval implemented after a control scheme switch occurs, in which another switch cannot occur. This appears to de dependent on framerate (higher framerates mean more scheme switching). This may have been introduced in a previous update, which would explain why FPS drops (and missed inputs) are less prevalent, since switching doesn't appear to happen every frame (anymore?).

    My observations/hypotheses:

    • The interval in which a control scheme switch is happening causes game updates that happen within the interval to be suppressed.
    • Any (instant) inputs given during this interval are not registered. Key bindings of held actions such as sprint/crouch/attack isn't affected by the switching, given they are registered differently, probably by checking their up/down state each tick. Key bindings for instant actions, such as toggle actions(survivor interactions, crouching on pig/ghost face), are monitored for instances that they are pressed, which doesn't register when a control scheme switch is occurring, regardless of input type.

    This was tested by moving/looking around and trying to continuously crouch/uncrouch as Pig, where the input was inconsistently & infrequently missed. The same could be observed from pallet stuns, where the effect is infrequent, but noticeable.

    In brief, there is a tiny interval where inputs & game updates can occur every time control scheme switches, which can occur after an interval of frames.

    Hypothetically, to explain the concept: If the interval where control scheme switching couldn't happen was extended to something like 1 second, the issue wouldn't be functionally exploitable, but this would be the effect on the use of hybrid controls:

    • Any instant/toggle input on keyboard/controller would be unusable in 1 second intervals, resulting in it being unusable.
    • The method of only using mouse buttons would be almost perfectly usable, given that mouse buttons inputs aren't dependent on control scheme.
    • Glyphs would possibly change every 1 second.
    • Updates and inputs could be ignored for a tiny interval every 1 second.

    Even if analog inputs are stopped from causing constant control scheme updates, things like scroll wheel can still be used to this effect. Software rebinding and Steam input can be used to create continuous scroll wheel inputs, which would recreate this bug, potentially for exploitation.

    Optimal fix suggestion:

    Stop analog/spammable inputs from causing a control scheme switch, whilst ensuring that multiple input types are compatible simultaneously, to maintain hybrid controls support (possibly through settings option).

  • kaneyboy
    kaneyboy Member Posts: 351

    iv reported these bugs forever now.. and they are aware of It. I play controller mouse and instead of being able to throw a pallet in close chase my character will flash its flashlight instea and my fps will drop. What seems to be working for me now is iv remapped my controller on steam to act as a keyboard instead. Although you don’t get the 360 directional movement.

  • Pootez
    Pootez Member Posts: 11
    edited September 2025
    Another update

    Through testing and analyzing footage I've made these discoveries.
    The input/update suppression appears to occur roughly as frequently regardless of framerate cap.

    Upon inspecting footage frame by frame at multiple FPS caps, I've noticed this: The control scheme consistently changes back and forth between controller and KBM, where the interval where no control scheme is active being visible for an interval among the switch.

    The intervals are as follows:

    framecap

    Glyphs

    NoGlyphs

    30 fps

    4 frames

    0 frames

    60 fps

    6 frames (sometimes 7)

    1 (sometimes 0)

    120 fps

    10-11 frames

    2-3 frames

    Estimated ms

    90-100 ms

    20 ms

    The intervals of these observations may be machine dependent. Through these estimates, we can make the hypothesis that inputs/updates should be suppressed in a ratio of around 1 to 5 (1/6).

    Through limited testing, this seems accurate.

    If we speculate that the interval where the control scheme doesn't change is constant, and the interval the game spends switching control schemes, we can assume that the bug will occur more consistently on lower end machines, and less frequently on higher end machines.

    If anyone would like to recreate this experiment, to compare intervals, here's the setup I used:

    1. Boot up custom game as Pig (// if testing input consistency)
    2. Set FPS cap (or keep it at the highest, as it seems consistent across FPS)
    3. Start recording
    4. Consistently move mouse while moving with analog stick
    5. // Bind crouch to a mouse button (KB or controller buttons will be ignored half of the time)
    6. // Try crouching and uncrouching, and note how many attempts are ignored out of total attempts
    7. Check the video frame by frame and count the frames glyphs are and aren't present.
    8. Convert result to ms: 1000 * frames / FPS

    Fun fact, Ghostface's crouch is seemingly never ignored by this bug, while Pig's crouches are 😎They are likely different input types.

    Attempts at configuring the Engine.ini file to change the interval or disabling input type switching hasn't worked for me.

    The interval observed in these tests is likely a debounce interval to prevent accidental switching (or performance loss), and is likely inaccessible without changing the game's source code.

    In short:

    There is around a 1/6 chance that the bug suppresses an input or an update, but might be machine dependent.

    Lower end machines may experience the bug at higher frequencies. If the game takes 50 ms to switch input types, the bug would occur around 1/3 times.

    Post edited by Pootez on
  • Jog_Og
    Jog_Og Member Posts: 43

    Either you're using AI to write these post or you're just genuinely so passionate about this one bug that you've decided to write a master thesis on this, either way respectable.

  • jmwjmw27
    jmwjmw27 Member Posts: 829

    Good writeup, don’t have much to say but here is a comment to hopefully keep this thread on the front page and increase the odds of BHVR doing something about this issue

  • Pootez
    Pootez Member Posts: 11

    I've found a workaround for the accessibility issue:

    https://steamcommunity.com/sharedfiles/filedetails/?id=3578255946