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If a game supports xinput, then the controller will work in such a way, there is nothing required on your part, or the developers part. You can switch it off or hybrid mode it if you want, but if the game is xinput then the controller will behave as such.
If the game supports Dinput, it'll recognise it too, and you have the option to remap buttons and inputs in the game and in the overlay config menu.
And if the game doesn't support anything except kb/mouse then the controller is that, both in drivers and in game.
So if you want to use xinput, but aim better, then hybrid mode is for you. Everything stays the same on the gamepad, except the right trackpad is a trackball/trackpad instead of analog...
There is no specific API that needs to be done for Steampad to work. It exists, and can maybe pull out some more features out of the controller eventually when people start working in it, but it's not necessary at all.
Some joypad are only able to use directinput, some only xinput, but this one is able to do both its right?
It has to, there are a lot of different types of games on Steam, and it has to work with all of them, and it does.
For prototypes at least, Steam is it's driver and config software, and outside of steam it registers as a keyboard and a mouse. It even works in BIOS outside of an OS. :)
With steam on however, it gains all of its abilities, meaning, you can set it to work as xinput, dinput, kb/mouse, hybrid and customise the buttons.
There is some talk that steam flashes the firmware on the controller every time you change your input driver method, so if you set it to ximput for example, it could retain that functionalllity outside of steam, but that's just a rumor, and nothing's been confirmed yet. So far, for all we know, it requires steam to run, so if you have non steam games, you need to add them to your library in order to use it with those games.
I can't wait to play Icewind Dale with it from my couch. I'll probably go blind from the tiny font but hey. Icewind Dale with the controller! xD
But anyway, i had a Saitek P2600 before, and it was Dinput. After years of nonsense and fiddling with it to emulate xinput, trying to get it to work at all, i finally went and bought the one controller that's just plug in and it works no matter the game.
To much payne since years since dinput vs xinput vs hid kb+mouse ... :s
I understand you , i have a logitech g13 dinput, & its totaly useless since xinput...
You could warp dinput to xinput for the g13, but you cannot for your mouse because xinput limitations... cool.. cant do something with a g13 alone. :/
Hopefully steam controller is here finaly.
I cannot say wat i mean about m$ xbox & games dev because this should be censored...
If at least games dev are providing a backdoor to us to dev a proper custom perifericals support, for us to do their own job, because they dont have time to do multi api support with hundred of millions $ budget to dev a game... :/
Its a shame...
Some people already have it and are testing it now, the prerelease prototype. Check the FAQ on this forum for more info on what we already know about it (there's a review too there), and check every now and then because there will be videos of it, and a livestream where you can ask questions about it and see it in action.
So in another few weeks, we'll have some insight into how it performs.
It releases in a month or two.
I'm speaking of using the Controller for Project64 which supports DirectInput (Project64 1.6) and Xinput (Project64 v2) but in both programs the controller isn't recognized as "controller" and only acting as keyboard and mouse...
You have to configure it in BPM to act as you want it to first. If you're not running said programs through Steam, you'll have to set Desktop configuration of the controller to what you need. If you run them from Steam, you can configure the controller before you run those programs, and set the controller as xinput or whatever you want.
Could you tell me the excat place where I can how enable the controller to act completely as a common xinput controller so that it is recognized?
Well, the gamepad configuration should do the trick. So either your game is not working with BPM for some reason, or you didn't add the right executable to steam. Some games and programs have a "launcher", that launches a different process altogether, and if only the launcher is in steam, the actual game/program will be separate. Does the overlay work when you launch the game?
You can also go to the settings for the controller (not the game settings, the general desktop configuration), and set it to gamepad there. Then it should behave as and be an xinput device, regardless of what program is running. Steam still needs to run though, but BPM is not needed for this and you won't be able to configure it mid game.
Sadly I don't have any idea what you mean by "desktop configuration" - do you mean the Steam settings (Steam -> Settings) or the game properties? I can't find any controller settings there.
HID-compliant gamepads are automatically compatible with DirectInput already. We just need Valve to give us the option to have our pad be HID-compliant.
@Vepar - The Steam controller does not "detect" that a game uses DirectInput. It merely throws Xinput at the game. Microsoft made it so that if you send Xinput, that it will work in DirectInput games, but not vice versa. It's all part of their underhanded scheme to break the standard.
I didn't say it detects what the game uses, when did i say that?. I said you need to configure it yourself.
@Heisenberg: Go to the Steam settings while in big picture mode, and there you should see controller configuration. Configure it from there for the desktop as a gamepad and it should then start to act like an xinput device.
If the game doesn't respond to "per game" configuration, then maybe it'll respond to that.