Tales of Arise

Tales of Arise

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Kobi Blade Jun 24, 2022 @ 2:40pm
Xinput API
Please add Xinput API support, not all of us like the crap SteamInput API, only lazy developers enforce SteamInput API.
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Showing 1-8 of 8 comments
Kaldaien Jul 2, 2022 @ 2:13pm 
Ironically, the game polls XInput every frame, it just doesn't do anything with the input.

More than laziness, the game is prone to breaking as a result of this stupid dependency :-\
Kobi Blade Jul 2, 2022 @ 2:21pm 
Originally posted by Kaldaieℵ₀:
Ironically, the game polls XInput every frame, it just doesn't do anything with the input.

More than laziness, the game is prone to breaking as a result of this stupid dependency :-\
Honestly is disgusting when developers do this, I didn't buy a XBox Controller to go through the crappy Steam Input API.

Windows already has a native xinput API that works perfectly fine, putting the Steam Input API on top just adds input latency for no reason and I lose my Controller configuration (on Xbox Accessories).

As for the xinput calls in-game, I'm not surprised, cause this game released on Xbox, which means xinput support was already done by their part, but is being ignored on PC in favor of the crap Steam Input API.
Midnight Meows Jul 4, 2022 @ 11:38am 
Ah, now I know why my controls didn't fully work in the demo. That's $$ that I can spend on something else. Thank you for this post.
Kaldaien Jul 4, 2022 @ 1:44pm 
Originally posted by Rye:
Ah, now I know why my controls didn't fully work in the demo. That's $$ that I can spend on something else. Thank you for this post.
Yeah, they're even less reliable in the full game :)
Kobi Blade Jul 14, 2022 @ 1:04am 
After decrypting the game files, I found left overs of not only Xbox files, but Playstation files.

Anyway the game clearly has Xinput support, but the developers bypass it with the crap Steam Input API.

I got rid of the Steam Input API and can finally play the game with my Xbox One Controller.
Gias Jul 19, 2022 @ 6:28pm 
Originally posted by Kobi Blade:
After decrypting the game files, I found left overs of not only Xbox files, but Playstation files.

Anyway the game clearly has Xinput support, but the developers bypass it with the crap Steam Input API.

I got rid of the Steam Input API and can finally play the game with my Xbox One Controller.

hey can you tell me how you got that working ?

I also don't like the steam input dependency this game has
icon_of_sin Aug 19, 2023 @ 12:01pm 
Originally posted by Kobi Blade:
After decrypting the game files, I found left overs of not only Xbox files, but Playstation files.

Anyway the game clearly has Xinput support, but the developers bypass it with the crap Steam Input API.

I got rid of the Steam Input API and can finally play the game with my Xbox One Controller.

How did you get xInput working?
Can you do the same for direct input?
EbonySeraphim Aug 30, 2023 @ 1:48pm 
I'm a software engineer with a former hobby in gamedev, directly coded a bunch in DirectInput version 7-8, and I'm a flight simmer.

DirectInput8 (came out with the rest of DirectX8 back in 2001-ish) was the last non-XInput API from Microsoft and is, low key, all they ever needed to do at least in terms of pure input. Enough potential buttons, axes, POV hats were allowed there rarely ever being exceeded today by any sane hardware being released. I can't comment on DirectInput8's force feedback or haptic feedback capability as I never coded that, but it was "there." The problem with XInput is that it is an API purely for the XBox controller form factor. If you have more buttons than XABY, more axis than the twin thumb sticks and two triggers, different axes, different POV hat configuration than the D-paid, XInput is going to hamstring your controller. By now a video game controller is nearly standardized with only a few buttons and features differing between Playstation and XBox, but on the PC things can go further with flight sim or space sim set ups and XInput just isn't the right API. XInput is the API that Microsoft came out with to try to get the rest of the industry to believe "this is the standard controller, nothing more, nothing less" and strong arm Sony (Playstation) and Nintendo. It's highly anti-competitive. I can't say what SteamInput does that you couldn't do with DirectInput though -- my guess is that it offers a layer of convenience and standardization close to XInput, but compatible with both Playstation controllers, XBox controllers, and keyboard and mouse, with conveniences to game implementation to allow seamless cross platform development.

Whatever latency add from SteamInput there is, if any, probably isn't enough to impact this game.
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Date Posted: Jun 24, 2022 @ 2:40pm
Posts: 8