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I didn't run into any problems with x360ce.
I also read there's a SC wrapper but its only for Linux. Someone needs to convert it to windows.
https://steamcommunity.com/app/353370/discussions/0/496879865891566924/?ctp=3
Good for you that Vjoy isn't messing you up. That was a BIG problem before and remains an issue we sometimes hear. Not sure precisely what it is about it that likes to cause problems with the SC, all I know is that it does.
It needs the steam overlay to function properly (otherwise it'll be read as a mouse and keyboard). You just end up adding games into steam as non steam shortcuts and you can configure the controller. That only gets tricky with certain older emulators and windows store apps.
If you want to get rid of compatibility issues, they have either reprogram the SC to function as true kb/m/x devices, or route the output to a virtual bus device and let Windows pick those devices itself.
Logitech have (had?) a similar software to the SC configuration that converts their old pre-xbox controllers into optional virtual mouse and keyboard, but the key difference is theirs works by installing a driver that provides virtual HID mouse and keyboard for Windows to connect with.
As a result the Logitech method is more likely to work with fussy programs because they are provided with what they want, an actual mouse and keyboard device.
Something like MAME, the multiple arcade machine emulator, only use rawinput for mouse and keyboard which is something the SC can't provide. In MAMEs' case it allows it to use multiple mice/keyboards so it can drive double trackball games, but outside of MAME, rawinput has the advantage for FPS games because it isn't contaminated by the Windows mouse acceleration settings like the SC software method currently is.
Even if the SC was never to get its' own virtual bus driver, the potential exists for the client to emulate kb/m/x usb devices and pass that on to a third party USB-to-IP client.
The Steam Link apparently has a partnership with the VirtualHere USB-over-IP virtual device driver, if the Steam client itself were to route the Steam Controllers' virtual KB/M/X outputs into virtual USB devices and pass that onto the 'sockets' provided by VirtualHere, compatibility would dramatically increase. They could even create a couple of additional virtual devices, say a generic directinput multi-button/axis controller and generic trackpad, for an extraordinary level of coverage. However I don't think people would be happy to find out they need to buy an extra piece of software just to unlock this, as VirtualHere for the Link is not free.
so how does one go about doing this? step by step if possible i can be a bit dense
In steam click on Games. From dropdown, bottom choice is Add Non Steam Game To My Library.
That's really it. If it's not in the list that gets populated you may need to Browse to its directory and select the .exe file for that game.
This is most likely what will end up happening since Valve is still working in its best intrests to get more people onto Steam.
It's a fact, this device is capable of emulating xinput, or pretty much whatever it wants.
Trying to run Dragon Age:Inquisition through steam is not working out for me with this thing thus far and hopefully I"ll find a work around, however - the haptic sensors just buzz nonstop as soon as the game loads. I've tried disabling experimental rumble, no dice. It was enough work just getting the game to run in big picture mode and get the controller working at all,
where if there was a separate software package for the device all together, which I cannot fathom why Steam hasn't already done so aside from thinking I need an os within my OS to game.
Facts - not every game we own is bought on steam, steam has been primarily a PC game retailer. Put a team on a proper software package that includes a virtual HID device and allows for all the remapping of controls we have available. I WANT this controller to replace every other gamepad I've ever used. The problem is, too many developers want their own online retail business. Can we really not just go down that road of selling peripherals that are steam/origin/uplay exclusive too? This device woulld be 10000x awesome without the limitation. Steam has been a long time supplier to PC gamers. Microsoft, nintendo, and sony have the console market. Let them have it. Make your steam box.. try to convert more of them to the pc master race...let them experience a FPS with m+KB or an emulated trackball...cool.
But I personally don't care about big picture. I've been gaming on a PC since the 90's. Steam is fine without it. If I wanted xbox live i'd have bought a console. For the games i've played with it where there are no malfunctions - I'm starting to like this thing better than analog sticks but...come on Valve,
Steam, Origin, Direct2drive, Uplay, GOG. Sure..they're you're competitors.. but the people who buy from them? We're also your customers. We can take GOG out of the list since their games are DRM free and will work in steam without issue more than likely, however.
I apologize.. I didn't mean to get so wordy, but this thing is new to me.. it's awesome, except I just spent 2-3 hours trying to figure out how to get it to work in a non-steam game and when I did my haptic feedback wouldn't stop at all.. and it wouldn't do that if there were a software package that included drivers for all of the emulation it's capable of and virtual HID devices that existed for platforms outside of steam.
This thing is not console compatible... and advertised to pc gamers. Make it a PC/linux/mac/steambox peripheral...not just a steam peripheral.
SteamHardwareFeedback[at]valvesoftware[.]com