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For example, if I were to load up X-Wing vs TIE Fighter then I would have to map to Mouse+Keyboard because the Xbox Buttons wouldn't be registered in that game.
Direct Input Mode would be a great feature.
Some older games (before xinput was a thing) and emulators work with direct input.
Direct input also applies to many simulators and has 8 analog axes instead of the Xinput limitation of just 4 ( and 128 buttons if needed).
DInput also has its own force feedback feature (still in use today in racing games or flightsims).
It still upsets me when I think about XInput's limitation and wonder how it has impacted game design. Like, how many amazing titles have we lost because they would have required more buttons or axes? Or worse, how it has single handedly caused gamepad innovation to stagnate. Even look at the XBox Elite Controller; it has 4 rear grips but they can only duplicate the function of another button because XInput can't support those extra buttons. It's also the reason why the Xbox One doesn't support gyro which has directly caused a lack of gyro aiming on the PS4 because any multiplatform game will code input for the lowest common denominator.
XInput did some good by creating a single standard for developers to target but in the long run it has done more to harm gaming.
I guess MS didn't care back then to make xinput a bit more futureproof.
Even smaller companies like 8 bit do and gamesir ("g5") are using extrabuttons , gyro and trackpads.
They use DirectInput drivers on windows i would assume.
The Xinput standard really needs some kind of update.
Simple twinstick controllers will not be able to keep up with the complexity of future games.
Back to topic:
Direct Input emulation would make the setup of older games and emulators much easier.
DInput support is good tho
こちらが類似スレでの過去の書き込みです。
This is also waiting for Steam Controller's DirectInput support.
Here is a past post with a similar thread.
http://steamcommunity.com/app/353370/discussions/0/358415738195142710/?tscn=1489127026
http://steamcommunity.com/app/353370/discussions/0/143388408894515563/?tscn=1485261434
http://steamcommunity.com/app/353370/discussions/0/144512753465601223/?tscn=1483771912
It might have something to do with the inbuild backwards compatibility of Xinput, (if you are lucky).
To my experience the triggers are usually the only inputs which will cause trouble as those act as +Z and -Z axis in xinput.
They will be outright ignored or work up until you press them at the same time and end up with
, you can guess +Z and -Z = zero.
In ultimate spiderman as an example; if you bind webswing on LT and webattack on RT to activate webzip (combo of LT and RT) you end up with zero output.
Dinput has a hard time interpreting +Z -Z at the same time.
If SIAPI someday has na6tive Dinput support i really hope that the Analog triggers will be separate axis not +Z -Z ; but LT Axis 7 and RT Axis 8.
I can imagine having about 10 or more analog axes if you count trackpads , gyro, stick and triggers in a native Dinput mode.
There is also the appeal of using the Dinput rumble.
Some controllers have a Dinput/Xinput hardwareswitch, but having it in siapi on a software level would turn the SC into powerfull retro or simulation controller.