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Ergo there's no point insupporting DirectInput in BPM since no developer is bothering to use it. And it would create an issue where you'd use BPM, launch a game, then the controller 'magically dies'.
Whether you like it or not, Xinput is the 'standard'. And if your controller doesn't support it, then you can't use it in any games anyway.
Many games don't support DirectInput and that's exactly the point. What this proposition is about is for Steam to translate DirectInput calls to XInput form, so that a game that only supports XInput works with DirectInput controller.
I'd encourage you to take a look at x360ce to understand this process better.
http://code.google.com/p/x360ce/
As of February 2014 there are some games that recognise the configuration you do in Steam's Big Picture Mode controller layout (in my case I have a Dualshock 4 in Mac OS X), for example if you modify your keybinds in BPM and get into FEZ and Super Meat Boy it does use them fine.
It's also not Steam's repsonsiblity to create a translation from xinput to directinput either.
You basically assign keys or mouse actions to your gamepad with that little program.
Note: Walking and driving doesn't feel smooth at all but it's a good ghetto fix, and you can even play games that dont support any kind of gamepad, like VVVVVVV.
:)