Steam Controller

Steam Controller

[REQUEST] DirectInput Output
One of Steam Input's greatest weaknesses is it's inability to output analog in older games. I'm get the feeling that this isn't too popular of a request but it would greatly improve the capabilities of this profiling software. Steam Input has single-handedly removed the need for XPadder or Pinnacle or x360ce as well as a number of XInput wrappers for non-XBox controllers. However it still hasn't provided a solution for using modern controllers with older games. While some software like this exists (XInputPlus and maybe UCR when it gets finished) but I'd rather have it all in one place. Not to mention that the Steam Controller is tied to Steam Input, so unlike other controllers we'll have to run one of these XInput -> DirectInput programs through Steam Input anyways.
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Showing 1-8 of 8 comments
Canadian Gamer Feb 25, 2019 @ 11:18am 
The Steam controller can output an analog signal no problem. I am not sure what your issue is.
CriticalComposer Feb 25, 2019 @ 11:27am 
Steam Input can only output analog signals using the XInput API. This is fine for a majority of games that launched after 2008-ish but there are tons of games that only support DirectInput and Steam Input has no way of outputting through that API.

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.
Boreout [Aut] Feb 25, 2019 @ 1:10pm 
Yes !!!

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).

CriticalComposer Feb 25, 2019 @ 6:02pm 
Originally posted by Boreout Aut:
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.
Boreout [Aut] Feb 27, 2019 @ 12:25pm 
Originally posted by CriticalComposer:
Originally posted by Boreout Aut:
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.

Feb 28, 2019 @ 1:04am 
Originally posted by Boreout Aut:
Simple twinstick controllers will not be able to keep up with the complexity of future games.
I think that future games will be both simple and complex, artistic and cashgrabber for wide audience: young n old; casual, hardcore.


DInput support is good tho
Last edited by ; Feb 28, 2019 @ 1:07am
Bancho Oct 28, 2019 @ 4:50pm 
こちらもSteam ControllerのDirectInputサポート実現を待っています。
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
Boreout [Aut] Oct 28, 2019 @ 9:15pm 
Xinput commands will sometimes be interpreted as Dinput commands to a certain degree.
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.
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Date Posted: Feb 25, 2019 @ 9:58am
Posts: 8