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All Discussions > Bug Reports > Topic Details
Client update breaks 8bitdo Pro 2 Dinput controllers
Your new client update has broken the ability to use 8bitdo Pro 2 controller in Dinput mode. Previously the controller was recognized correctly and used the selected controller settings within the client. Now the controller registers as 2 controllers simultaneously (xbox 360 controller + bluetooth input device) regardless of settings selected.

Confirmed to be caused by the steam client by checking functionality in non-steam programs -- all of which remain functional as expected.

Whatever input changes were pushed need to be investigated and rolled back if compatibility can't be maintained.
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Showing 1-15 of 21 comments
Can you update to the latest FW for the device? https://support.8bitdo.com/firmware-updater.html
Zombie Jul 1 @ 6:53pm 
behavior is still broken as described in the OP with firmware v3.06
Zombie Jul 3 @ 11:47am 
I would appreciate an update on where you are with the bugs that were introduced in your most-recent update
From the logs from your computer it doesn't look like Steam is seeing multiple devices. Do you mean the app you are running through Steam is seeing more than one device?
Zombie Jul 3 @ 10:40pm 
Originally posted by austinp_valve:
From the logs from your computer it doesn't look like Steam is seeing multiple devices. Do you mean the app you are running through Steam is seeing more than one device?

Correct. After the client update with 8bitdo controller changes, retroarch now sees the controller as two separate devices (an xbox 360 controller and a bluetooth input device). This behavior did not occur in any previous steam client build and does not occur with standalone retroarch. The only conclusion is the controller changes shipped in the client update have broken dinput support for 8bitdo pro 2 controllers in retroarch when used via steam.

Changing controller settings in the steam client (enabling/disabling various settings) also produces no change of any kind to the observed controller issue (e.g. disabling steam input)
I added a missing bit of code to block the controller when using Steam input. Can you try with the current beta
Zombie Jul 13 @ 12:51am 
Sorry for the delayed response, I've been a bit busy the last few days. The normal client still behaves as described. Did you want me to check the beta client? And if so, is there any issue falling back to the stable branch afterwards? I don't generally use the beta branch of the steam client.
Yes, please use the beta client as the potential fix is only on the beta client right now. You can go back to the stable client whenever you'd like.
Zombie Jul 18 @ 1:15am 
No change with the beta client. With both steam input and without, it's still read as two controllers and the inputs are incorrect.
Zombie Jul 22 @ 8:50am 
If this isn't going to get fixed in the short term, it feels like the controller changes should be rolled back until they can be more thoroughly tested.
Can you provide some examples? Everything seems to work fine with the Unity test app we use for testing the overlay hooks as well as in Retroarch
Zombie Jul 22 @ 2:58pm 
Originally posted by Zombie:
After the client update with 8bitdo controller changes, retroarch now sees the controller as two separate devices (an xbox 360 controller and a bluetooth input device). This behavior did not occur in any previous steam client build and does not occur with standalone retroarch. The only conclusion is the controller changes shipped in the client update have broken dinput support for 8bitdo pro 2 controllers in retroarch when used via steam.

Changing controller settings in the steam client (enabling/disabling various settings) also produces no change of any kind to the observed controller issue (e.g. disabling steam input)

Have you tried using an 8bitdo pro 2 in retroarch via steam? It's 100% reproducible and should give you everything you need to track the issue down.

If there's more information you need please ask for it specifically, because the previous message should have everything you need to repro it.

edit:

Correct retroarch behavior, captured from standalone retroarch. Was the same behavior exhibited by steam retroarch prior to the client update

https://i.imgur.com/nKJsKne.gif

Broken steam retroarch behavior ever since the last client update. The inputs are not correct and two controllers are registered. Additionally there's numerous nonsense sdl popups, and inputs are no longer captured when the application loses focus. Needless to say, something has been broken by the recent changes. It's been almost a month since I've been able to use steam retroarch.

https://i.imgur.com/5YcPCdk.gif
Last edited by Zombie; Jul 22 @ 3:29pm
Zombie Jul 27 @ 10:38pm 
Should I give up on this ever being fixed by steam?
Zombie Aug 4 @ 5:03pm 
If this is going to continue to not be fixed, I'll reiterate the best course of action is to revert these changes until they can be properly tested.
Zombie Aug 10 @ 1:34am 
Almost 6 weeks since the original report and no progress has been made. And almost 3 weeks since any contact was made by staff. A plethora of information was provided and appears to have been ignored, and staff have refused to provide any evidence they've taken a dinput pro 2 controller and booted into retroarch to do any troubleshooting whatsoever. In the absence of substantive progress, this should be rolled back.
Last edited by Zombie; Aug 10 @ 1:35am
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All Discussions > Bug Reports > Topic Details
Date Posted: Jul 1 @ 12:48pm
Posts: 21