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I'm not sure if you know this but the Xbox controller is made by Microsoft which also makes the most popular PC operating system called Windows. Now I'm not sure if you've heard of Windows but they just released Windows 10 and they did this crazy play anywhere thing where the xbox games can be played on PC and vice versa.
I know, crazy huh?
I'm sure you're thinking now, well shoot, I had no idea that the same company that made xbox controllers also made the most popular PC operating system and they also made adapters to allow their wireless controllers to work on PC. So I'm sure now you're a little more understanding of the fact that adding support for Microsoft controllers will have a higher priority to developers then adding support to controllers made by Bob and Joe's Gaming.
Actually...I know this will be even more mind blowing to you but Microsoft made PC stuff before they even made the Xbox, egads I know! They are also a lot more heavily invested in the PC market then in the console market, they make all sorts of peripherals that were primarily made for PC like keyboards and mice!!!
On a more serious note, I'm a professional programmer who works in COBOL, I've dabbled in game design as well and have coded a few small titles using C#. Each time I've attempted to add controller support to my game adding in Xinput was a breeze while adding in Dinput has always been absolute hell.
Coding it in usually isn't the main issue, making sure it's compatible with standard controllers is the biggest issue. Most times the triggers have serious issues when attempting to use an Xinput controller due to the whole axis bs, both triggers count as a single button essentially.
In my personal experience, adding in Xinput support then just telling the playerbase to use third party programs for Dinput is phenominally easier then adding in Dinput support then listening to everyone with an Xinput controller complain about my lack of ability to add in controller support that works.
Seriously, you can't win in either case unless you specifically have someone dedicated to adding in controller support and with a small team that's impossible. The only thing you can do is the lesser of two evils, Xinput, then just hope people don't complain that much.
However, nowadays (including when the thread was first posted), it actually is relatively trivial for MonoGame apps (which I assume is the real framework being used here, since the game is apparently Mac-compatible) to support DirectInput controllers by using MonoGame's "Microsoft.Xna.Framework.Input.Joystick" class (see http://www.monogame.net/documentation/?page=T_Microsoft_Xna_Framework_Input_Joystick ). Relatively trivial. As in don't count on it taking only a week or two. Since it's not part of the same iterable as the GamePad class, it also takes more than a bit of doing to weave the two in together in a way that doesn't break absolutely everything.
That sucks. Try unplugging it and then plugging it back in. Then try restarting.
Then, randomly it works perfectly for a load. Go into next zone and it goes back to crap.
Is there some optimization I can try? I've got a reasonably beefy system. But, not seeing a cause for this sort of thing.
I suppose I can try my steam controller instead.
Set your computer's power plan to "high performance" in the power options control panel applet.
If using wireless make sure you dont have a bunch of other stuff running over bluetooth nearby.
Restart your computer.
Hopefully this fixes your issue, it really could be any number of things depending on if youre wired or wireless.
Some people just don't know sh!t about PC gaming. Plebs come over from the consoles all the time and feel like this sh!t is overly complicated, when it seems so easy to people who know about the different PC standards already (directinput/xinput). You can't blame 'em really, they're learning.. unless they're d!cks about it and entitled morons. In that case, yeah, they're the worst.