Ratchet & Clank: Rift Apart

Ratchet & Clank: Rift Apart

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Moskeeto Jul 26, 2023 @ 8:27pm
Steam Input issues
EDIT (9/25/23): This issue has finally been fixed with today's update! Thanks, guys. Took longer than I hoped but I'm glad it's fixed now.

Hello. First of all, I'd like to thank the devs for properly implementing the DualSense adaptive triggers with Steam Input along with a proper gyro camera option.

HOWEVER! There are some major problems with this SIAPI implementation.

First of all, why is fire only a digital action mapped to the triggers? This completely ruins the alt-fire options of many weapons in the game. The triggers do their proper effects but you can't even use them to their advantage because it only fires in one mode. What needed to be done was to create an analog Steam Input action mapped to the triggers that behaves like it does on the PS5.

I've only tried three weapons so far, but here's the issues:

The starter pistol is supposed to shoot more slowly with the trigger pulled half-way and full speed when pulled all the way. But with Steam Input, pulling the trigger only fires full speed with no way to fire more slowly. I noticed a mouse click will fire slowly then more quickly when held down.

The shotgun is supposed to fire one round when pulled half way then another when pulled all the way. However, with Steam Input, it just fires one or two depending on how long you hold the trigger.

The throwable bomb is supposed to put you in aiming mode when pulling the right trigger half way and then throw when pulled all the way but pulling the right trigger just throws right away. You have to use the left trigger to aim. This is just bad and wrong.

Another issue is when using the Switch Pro Controller, the mappings are flipped for some reason. If I bind jump to A, it actually behaves like dash. If I bind dash to B it actually behaves like Jump. Same with the default controls that map to X and Y. For some reason, those game actions are flipped. They should just do what they say and the game should not be flipping them just because it detects it's a Switch Pro Controller. Instead, make a proper developer config where they are already flipped, please.

Lastly, there's a couple issues with the Steam Controller and Switch Pro Controller. The Steam Controller shows Steam Deck button icons instead of SC. The Switch Pro Controller shows Xbox controller icons. And if you remap any action to a button the game doesn't recognize, it displays a ? instead of falling back to use the button icons that come with the Steam client. Prey 2017, for example, uses Steam's button icons as a fall-back when there's a button mapped that the devs didn't account for. This is the same issue in the Spider-Man ports.
Last edited by Moskeeto; Sep 25, 2023 @ 9:44am
Originally posted by Moskeeto:
This issue has finally been fixed with today's update! Thanks, guys. Took longer than I hoped but I'm glad it's fixed now.
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Showing 1-15 of 37 comments
Poke Jul 27, 2023 @ 4:04am 
Yup this is annoying! Every time I got a new weapon with half pull actions I was very confused trying to get it working
Nicnl Jul 27, 2023 @ 5:36am 
Yeah, I noticed those issues as well.

Although disabling Steam Input resolves the problems of the adaptive triggers.

I'm not sure about the haptics though.
I don't know how it's supposed to feel exactly, so I don't know if steam input has an effect on haptics or not.

The adaptive triggers works well with bluetooth (again, with steam input disabled) but I'm not sure about the haptics.
How is it supposed to feel like?
Is there something reliable we can do to test for haptics?

I've heard that haptics is supposed to makes us full each individual bolt picked up by the character, but I don't know.
Moskeeto Jul 27, 2023 @ 9:59am 
Originally posted by Nicnl:
Yeah, I noticed those issues as well.

Although disabling Steam Input resolves the problems of the adaptive triggers.

I'm not sure about the haptics though.
I don't know how it's supposed to feel exactly, so I don't know if steam input has an effect on haptics or not.

The adaptive triggers works well with bluetooth (again, with steam input disabled) but I'm not sure about the haptics.
How is it supposed to feel like?
Is there something reliable we can do to test for haptics?

I've heard that haptics is supposed to makes us full each individual bolt picked up by the character, but I don't know.
Haptics will only work over USB so you won't feel them over bluetooth. And this does require disabling Steam Input. It's interesting you're still getting trigger effects with it disabled though. My guess is that the game is still somehow communicating with Steam and sending the effects over because Sony's API only works over USB. This is probably a bug that hasn't been discovered yet because only 4 games so far make use of Steam's adaptive trigger support so far.
Moskeeto Jul 27, 2023 @ 10:09am 
UPDATE: I got a reply from Insomniac support. I emailed them about this issue last night.

Here's their reply:

Thanks for your extensive report. We have forwarded the information to the team to investigate further.
• Nixxes Software
Kannibale Jul 27, 2023 @ 10:40am 
You need to use a dualsense over USB without steam playstation controller support enabled. I've had 0 issue, this game has dualsense support natively so if you're trying to run it through steams compatibility layer then you're gonna have issues.
Moskeeto Jul 27, 2023 @ 12:07pm 
Originally posted by Kannibale:
You need to use a dualsense over USB without steam playstation controller support enabled. I've had 0 issue, this game has dualsense support natively so if you're trying to run it through steams compatibility layer then you're gonna have issues.
I have living room setup. I'm not going to give up playing wirelessly from my couch just to use Sony's API. Steam Input also gives me gyro aiming and remapping every single input however I want. I don't want to give that up. Steam Input API has native support for all the DualSense features over bluetooth except for haptics and audio but I'm ok with giving that up. The devs just dropped the ball on the analog trigger output.
Last edited by Moskeeto; Jul 27, 2023 @ 12:15pm
Kannibale Jul 27, 2023 @ 12:40pm 
Originally posted by Moskeeto:
Originally posted by Kannibale:
You need to use a dualsense over USB without steam playstation controller support enabled. I've had 0 issue, this game has dualsense support natively so if you're trying to run it through steams compatibility layer then you're gonna have issues.
I have living room setup. I'm not going to give up playing wirelessly from my couch just to use Sony's API. Steam Input also gives me gyro aiming and remapping every single input however I want. I don't want to give that up. Steam Input API has native support for all the DualSense features over bluetooth except for haptics and audio but I'm ok with giving that up. The devs just dropped the ball on the analog trigger output.

Epic games store has multiple titles that support the dualsense triggers, like fortnite, metro exodus. But all require a wired connection. This isn't a steam issue, it's probably a windows issue
Moskeeto Jul 27, 2023 @ 12:42pm 
Originally posted by Kannibale:
Originally posted by Moskeeto:
I have living room setup. I'm not going to give up playing wirelessly from my couch just to use Sony's API. Steam Input also gives me gyro aiming and remapping every single input however I want. I don't want to give that up. Steam Input API has native support for all the DualSense features over bluetooth except for haptics and audio but I'm ok with giving that up. The devs just dropped the ball on the analog trigger output.

Epic games store has multiple titles that support the dualsense triggers, like fortnite, metro exodus. But all require a wired connection. This isn't a steam issue, it's probably a windows issue
My point is that Steam has an API that enables these advanced features the DualSense has over bluetooth. This game is using that API just like Spider-Man does as well and the latest Tomb Raider. All are Nixxes ports and they do a decent job of using this API which gives me the ability to play over bluetooth with proper DualSense support. However, their implementation of Steam Input API is flawed in this title which is why I made this thread. I do not want to use Sony's API which only works over USB.
Silver Jul 27, 2023 @ 8:06pm 
Does this game support mixed input of mouse and gamepad?
Moskeeto Jul 27, 2023 @ 8:34pm 
Originally posted by Silver:
Does this game support mixed input of mouse and gamepad?
I believe it does but that's not necessary for this game and it won't fix the issues I've detailed in this post as there are no keyboard or mouse inputs that function the way I want.

Also, the game already has a native gyro function built into Steam Input that works perfectly.
Last edited by Moskeeto; Jul 27, 2023 @ 8:34pm
Silver Jul 27, 2023 @ 8:56pm 
Originally posted by Moskeeto:
Originally posted by Silver:
Does this game support mixed input of mouse and gamepad?
I believe it does but that's not necessary for this game and it won't fix the issues I've detailed in this post as there are no keyboard or mouse inputs that function the way I want.

Also, the game already has a native gyro function built into Steam Input that works perfectly.
I like mouse input for camera, and bind it to the TouchPad. Could you test that part? I like to have the sensitivity of my TouchPad output a consistent 180 turn on an edge to edge swipe. It's what I have for all my games. Take similar approach for the same gyro values too.

Could you test that out if possible? From my experience Uncharted 4 needed several updates before the game removed much of the built in camera acceleration/deceleration for mouse input. Pretty much the only question I have about the quality of the mixed input support. This is pretty much my approach for all games.

https://www.youtube.com/watch?v=qiRkNIzWW88

And if the game has hot keys I like to often use dpad mode shift to quick switch over the weapon wheel, which is when I often fall to using keyboards due to individual weapon mappings not always being available. Example being Dishonored.

https://www.youtube.com/watch?v=4vN1Jj7EPZk
Moskeeto Jul 27, 2023 @ 8:58pm 
Originally posted by Silver:
Originally posted by Moskeeto:
I believe it does but that's not necessary for this game and it won't fix the issues I've detailed in this post as there are no keyboard or mouse inputs that function the way I want.

Also, the game already has a native gyro function built into Steam Input that works perfectly.
I like mouse input for camera, and bind it to the TouchPad. Could you test that part? I like to have the sensitivity of my TouchPad output a consistent 180 turn on an edge to edge swipe. It's what I have for all my games. Take similar approach for the same gyro values too.

Could you test that out if possible? From my experience Uncharted 4 needed several updates before the game removed much of the built in camera acceleration/deceleration for mouse input. Pretty much the only question I have about the quality of the mixed input support. This is pretty much my approach for all games.

https://www.youtube.com/watch?v=qiRkNIzWW88

And if the game has hot keys I like to often use dpad mode shift to quick switch over the weapon wheel, which is when I often fall to using keyboards due to individual weapon mappings not always being available. Example being Dishonored.

https://www.youtube.com/watch?v=4vN1Jj7EPZk
Because this game uses SIAPI, they actually implemented a "Gyro camera" option that I was able to map to the Steam Controller and Steam Deck trackpads. Setting it to 150% makes it a 180 degree swipe. I made a Steam Controller layout that I have uploaded to the community with this setting. I've been mostly playing with the SC and have had no problems so far.
Silver Jul 27, 2023 @ 9:03pm 
Originally posted by Moskeeto:
Originally posted by Silver:
I like mouse input for camera, and bind it to the TouchPad. Could you test that part? I like to have the sensitivity of my TouchPad output a consistent 180 turn on an edge to edge swipe. It's what I have for all my games. Take similar approach for the same gyro values too.

Could you test that out if possible? From my experience Uncharted 4 needed several updates before the game removed much of the built in camera acceleration/deceleration for mouse input. Pretty much the only question I have about the quality of the mixed input support. This is pretty much my approach for all games.

https://www.youtube.com/watch?v=qiRkNIzWW88

And if the game has hot keys I like to often use dpad mode shift to quick switch over the weapon wheel, which is when I often fall to using keyboards due to individual weapon mappings not always being available. Example being Dishonored.

https://www.youtube.com/watch?v=4vN1Jj7EPZk
Because this game uses SIAPI, they actually implemented a "Gyro camera" option that I was able to map to the Steam Controller and Steam Deck trackpads. Setting it to 150% makes it a 180 degree swipe. I made a Steam Controller layout that I have uploaded to the community with this setting. I've been mostly playing with the SC and have had no problems so far.
Cool really great when consistent camera output is provided. Thank you for the info.

I guess right now only issue is the trigger problems with siapi? And I'm assuming moving to xinput and mouse bindings would introduce icon flicker, so controller support for gyro and pad users isn't in a perfect state right now?
Moskeeto Jul 27, 2023 @ 9:06pm 
I haven't tested any sort of Xinput bindings besides enabling right trigger analog output but that didn't change anything. I'll try a full Xinput layout to see if it changes anything.
Spartanz1080 Jul 27, 2023 @ 9:23pm 
I’m using a Dualsense Edge and with any weapon all of them have half press and full press fire modes but with any press of the trigger it just registers full press. My steam input is disabled and all the haptics and stuff work fine but the different fire modes are kinda a big part of the game so they really need it to be working
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