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Zgłoś problem z tłumaczeniem
When I tell "Wireless Nintendo GameCube Controller for Switch", I'm talking about that : https://www.amazon.com/PowerA-Wireless-Controller-Nintendo-Switch-GameCube/dp/B07GXLBCC3
And for the "Switch Controller Pro" : https://www.amazon.com/Nintendo-Switch-Pro-Controller/dp/B01NAWKYZ0
"Wireless Nintendo Switch Controller" are both of them : any Wireless Nintendo Controller used for a Switch.
About my system, yes the controller is very well connected on my Manjaro Linux because I can play other game (non-Steam) with it. But in Steam, it's not recognized / detected.
My bad, I didn't get what was ambiguous XD
So I use the GameCube Controller but I was asking any information abouts the Nintendo Controller for Switch. I was trying to get any feedbacks about similar working controllers.
Yeah I noticed and I didn't know that. It's very interresting but also, quite worrying that Steam re-invent the wheel again and again. A very curious and questionable choice :(
But thoses kind of information are exactly what I was looking for ... so, thanks :)
Thanks I will. I already read part of that wiki but apparently I missed some usefull info.
Thanks for the explanations, I will keep you updated.
PS : I know it's kind of off-topic but it means the udev are bypassed right ? If Steam go directly speak to the kernel, it bypass any driver or generic library to abstract devices right ?
also a while ago I had an issue on steam with a controller because microsoft kbd+mouse combo didn't present properly to the OS and changing udev rules fixed it (after I figured why the set of udev rules didn't work on my first try):
https://github.com/denilsonsa/udev-joystick-blacklist/issues/30
until now i believe their rework may be the result of ignorance but also the combined factor that they had to avoid creating a new virtual remapped device and letting the original device still appear for games as duplicate inputs, hence the highjacking... does that make some sense?
they do provide a toggle for their implementation vs. letting the game interact directly with some controllers, which is sometimes enough to escape some of the issues in their implementation
i'm personally a bit bitter that they chose the whole controller support to be a closed source secret sauce, although it obviously is one major distinguishing feature if St3am vs. other game stores so I can see why it made sense to them... it's still a shame they kept it this way instead of opensourcing it and letting us work for free on making it better
also they could instead have contributed to the libretro controller support stack and/or to sdl2 and/or joined forces with SC Controller into bringibg a system-wide solution into maturity