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I believe the problem is that the controller has to be reverse engineered. You can speed up the process by asking for documentation about the controller from SCUF themselves.
If you do have the docs, I am sure Valve will be happy to add support into Steam.
so only way this controller is getting supported is either.
1. a interested developer aquires this controller and researches it.
2. someone provides a interested developer hardware dumps and other relevant information to get the controller supported.
I am asking about the latter
fwiw the only thing currently not working for me is vibration. everything else works: all buttons, including all extra buttons (after some tweaking). I can remap all the "Gkeys" using input-remapper to whatever key I want, profiles saved in Windows work, etc...
Not correct. You ask the company and they give you documentation on how to integrate it into the OS. You can pass that documentation onto an interested developer who will integrate the device driver.
Yea.... Months to years man.... The latter is a rather pain in the ass for everyone involved. The developer actually needs the hardware to test.
I am a type of person who will never ask the reverse engineer option unless I have a few thousand to throw at it. I never have a few thousand so I piggy back off other people's efforts and donate $20
Edit: https://github.com/paroj/xpad/issues/278
I assume you know what you are doing. My suggestion is pretty much worthless other than ask the company for protocol docs.
https://www.polygon.com/2021/2/3/22264213/valve-steam-controller-lawsuit-scuf-4-million
You gotta keep everything legal. I do not understand the legalities of USB pack inspection.
I'm also not really sure if Xpad was the right place to report this as it is technically not an Xbox controller...