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I've done some lengthy testing in Overwatch, Team Fortress 2, Risk of Rain 2, and Aimlabs. When testing I loaded into the Training lobby, map_itemtest, the Bazzar Between Time, and just loaded any task for Aimlabs. In games where I could(3/4) I located a doorway or located some other 2 distinct objects that were in line with each other, and planted myself in the middle of it. The way I tested was the following(I did each thing many times):
I rotated the controller(on the desk) very slowly for 1 full rotation of the controller and counted how many 360 turns that was in game. I then spun the controller in the opposite direction at a significantly faster(but still steady and not erratic) speed and noted how off it was after returning.
I rotated the controller(on the desk) a full rotation at the same significant speed mentioned previously, starting from the original position, and counted the in game rotations, noting their difference to the slow count.
I spun the controller a full rotation(on the desk) at a speed too high for me to count in game rotations, and noted roughly how much off the cursor ended from where it started.
I flicked the controller(in my hands) and then slowly returned the cursor to its original position, noting how far the flick went, and roughly how off the controller was from its original angle after I returned the cursor to its original position.
Through my testing of 4 games I've concluded that the acceleration does still exist, and is still certainly noticeable, but it has been SIGNIFICANTLY improved. It's risen from "literally unplayable" to "I could bear with it for a little while". Its still not "good" but its a massive improvement. Across all 4 games my testing yielded very similar results all across the board. Slow speed both on the full controller rotation one way and then rewind was fairly consistent. Differences were so minor I could chock it up to user error. Likewise the rotation and rewind of the moderately fast speed was consistent with itself. The erratically fast speed was not consistent with itself, which is to be expected if acceleration is being applied as I was not moving it at one constant speed. Each of these yielded different results from each other. Slow speeds resulted in the lowest amount of in game movement, and it went up as turning speed did. The difference I felt from what it was to what it is now is the gap between "Slow" and "Decently Fast" is now "smaller". The acceleration is applied LESS but is certainly not absent. "Decently Fast" speeds resulted in a little over 1 full camera rotation extra compared to slow speeds. The acceleration was felt in my flicking as well. Flicking sent my cursor an inconsistent distance and my cursor was always off when I returned my controller close to center position.
However, on top of all this, I noticed(by pure luck and chance) a confounding factor that seemingly causes a different issue I made a bug report about. That issue in short would be randomly applied flicks. This issue seems to come and go every few patches or days. It seems to me to be caused by misinterpretation of the controller's lateral movement. To replicate what I'm referring to I placed the controller on my desk, then instead of rotating it, I slid it left and right. In the past moving the controller through physical space(in the air), up and down, left and right, while keeping it straight instead of tilting or angling it; would move my crosshair or cursor in a smooth and regular fashion. This would usually be slower than when I angled it. I was trying to practice using both techniques to aim, the same way people use arm aiming and wrist aiming on a mouse to gain the best control for each situation. NOW it is moving it in sporadic, chaotic, and seemingly random ways instead of allowing me to do that. This could potentially be confounding my test conclusion. Its logical to state that the faster I rotate my controller the less fine control I have of its position, and thus the more prone it is to moving side to side, and therefore causing this weird anomaly. I still think that there is some level of acceleration in play even despite this thought, but the acceleration may be even less than what I am experiencing.
I apologize for the lengthy and probably over detailed reply. I know it was probably a pain to read, but I figured it would be best to be as specific as I reasonably could when trying to track down a weird issue like this. I appreciate you taking the time to look into this. If there is any way I can help make your job in this matter easier don't hesitate to ask.