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More than laziness, the game is prone to breaking as a result of this stupid dependency :-\
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.
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
How did you get xInput working?
Can you do the same for direct input?
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.