methods of input (Part 1)

bubble, clog and tangle free! just like my intestines!

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I gotta hand it to Valve on this one. They finally solved the PC controller problem.

When I had a job porting a game from 360 to PC in 2005, one of the things I did was to manually make a list of commonly used controllers and their mappings. Every PC game needed to have its own list and most games didnā€™t really bother to even try. In 2006 Microsoft introduced the Games For Windows initiative which I briefly hoped would solve this, but this was the Vista-era nadir of Microsoftā€™s competence, and of course they only made things worse by introducing an inadequate competing standard, XInput.

It had been a pet peeve of mine in the 15 years since that the problem seemed easily solvable with a bit of coordination, but nobody in a position of leadership cared

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How did Xinput make things worse? Nearly everything had standardized Xinput controller support from 2010 on.

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xinput was good because it was a standard but suddenly you just threw years and years of dinput controllers out, unless you also go through the trouble of supporting them

Iā€™m sure thereā€™s other nonsense relating to having to go through xinput for non-standard interfaces

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It merely created more work for developers. Now they needed to support both XInput and DirectInput to support any controller out there, instead of just DirectInput. (Alternatively, it saved work for developers who decided they only had time to support XInput, at the expense of the majority of Windows users who had a different controller.)

The usual knock on XInput is that it was really inflexible: it assumed the controller had exactly the buttons and thumbsticks of the 360 controller. This seems to have been an overcorrection from DirectInput, which is an overcomplicated API because it supports all manner of bizarre flight simulator joysticks.

But the really absurd thing is that Playstation controllers do have exactly the same layout as Xbox controllers, but they continued to use DirectInput. I suspect the reason was that using XInput wouldā€™ve resulted in games showing Xbox-controller face button icons.

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They donā€™t ā€œuse DInputā€ theyā€™re just HID compliant so Windows handles them with DInput.

XInput is Microsoft software explicitly intended only for licensed Xbox controller peripherals. Other MFRs adding XInput support either pay out to MS or are skirting some legality.

The newer Windows.Gaming.Input API does include support for some other pads including the DS4 but is entangled in UWP, and like Appleā€™s first party controller support, immediately out of date as soon as itā€™s shipped.

I love Steam Input but itā€™s really not a magic bullet. Iā€™m glad generalized options like it and ReWASD are around to solve the Windows XInput Problem for common console and legacy PC controllers but unless youā€™re all-in on Steam itā€™s just another platform-locked feature thatā€™s only conditionally additive.

Reminder to any gamepad-heads here that the widely used community gamepad mapping db can always use your help, and if you have something missing from the data Iā€™m glad to walk you through contributing.

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canā€™t you just run any game under steam and get the overlay and controller stuff?

(i agree with what youā€™re saying here)

sure, yeah. a lot of games require their own launcher though, and then you have to hope the overlay works (thereā€™s yet more software to fix this, OSOL, GloSC) and xinput hooking (on Windows) works, have to elevate steamā€™s privileges to match any subsequent processes, and since profiles are tied to your account you have to be online, etc etc. steam also likes to silently crash in the background when running non-steam games, taking Steam Input with it. the reason itā€™s not got more significant buy-in is you have to (at minimum) ship xinput as well and/or generic gamepad support for Mac/Linux anyway, because you simply canā€™t, by Valveā€™s own account, depend on Steam Input being present and functional.

i like it! but itā€™s got problems. in an ideal world it would be a standalone library, as is itā€™s too tightly coupled to Big Picture.

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I have been yelling about this since the Steam controller and Steam input launched/was in the beta client (I am permanently in the beta client because I have brain problems)

itā€™s incredibly good but itā€™s absolutely asinine that the Steamcon is a fucking paperweight unless you have Steam running

at least they fixed having to go into big picture modeā€¦ by windowing the BPM interface pages for controller configuration (I opened the configuration to try out flick stick in a game and I had to alt-tab to get the window back, which if I wasnā€™t on my desktop machine, is just a dealbreaker)

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Could you guys suggest me a good alternative to Ps4 Dualshock controller, maybe a bit cheaper than the original?
Thanks!

For a PS4 or PC?

PS4! (but if it could work also for pc, the better)

most of the good options will run as or more expensive, i think yr best bet would be to pick whatever compatible Hori pad best serves yr needs

You might be able to get a DS4 pretty cheap in Black Friday sales this year. Iā€™d at least keep an eye on those before buying anything.

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The ā€œnewā€ Xbox controller is remarkably more comfortable for me because they made the sides flare out less. It reminds me of the original Moto X where engineers actually measured peopleā€™s hands and made something easy for the median person to hold. You would be hard pressed to tell it by looking but it made me realize the Xbox One pad requires me to curl my hand more than is comfortable.

Plastics are also nicer with bumps on the underside and triggers to break surface tension without adding rubber. D-Pad is very tactile and easy to do diagonals on, and I like the faceted dish they brought over from the Elite controller. The bumpers are also improved and more tactile. The only glossy plastic is on the base of the thumbsticks and the face buttons - bumpers and triggers are now matte.

Theyā€™re $40 at Best Buy this week if anyone needs a PC/iOS/Android controller.

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Are the grips different than the revised Elite controller? I noticed significant shape changes in that one.

I think they are the same. My partnerā€™s Elite Series 2 is on its way back from being RMAā€™d for stick drift (:yikesghost:) but Iā€™ll let you know. IIRC it is the same shape but with the texturized plastic instead of the rubber.

Unfortunately the stick tension is exactly the same as the Xbox One as far as I can tell. I would prefer the Elite Series 2ā€™s Xbox 360 tight setting.

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Iā€™m shocked at how tight even the loosest setting is on the Elite 2! I get snapback (opposite direction registered after I release due to the stick bouncing back) if Iā€™m not careful

yeah I actually wound up selling mine (for what I paid for it, so not bad) between the snapback, the original high cost, the inability to pair to multiple devices, and reports of drift (though Iā€™ve never experienced drift on any console ever due to my extremely ginger touch), it didnā€™t seem worth it

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Iā€™ll tell you though Iā€™m a fiend for metal-coated thumbsticks now, nothing bugs me more than the grinding against the bowl edges every plastic stick quickly develops. Replacing my PS4 controllerā€™s thumbsticks with metal ones significantly helped, but theyā€™re still only half as smooth as the Elite sticks.