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Zgłoś problem z tłumaczeniem
Some games are also starting to take advantage of the Controller's feature-sets. Using any Input remappers with ViGEm (as of this writing) also means missing out on Dualsense's Haptic Feedback and Adaptive Triggers.
I wonder if the USB requirement for some games using PlayStation controllers would be void if SteamInput had a way of simulating a wired DualShock or DualSense controller being connected to the game in a similar way to what DualSenseX/DSX are doing minus the driver-side stuff (So similar to what SteamInput already does by hooking into XInput or SDL).
That driver-side software is the only way I can get controller support properly working in certain games with native support that only works (or works properly) over USB (like Code Vein for example), but it conflicts with Steam in the sense that it assumes a DualShock 4 is connected (Which means I can't use the mic mute button for things).
Having an option on the end-user's side to simulate different controllers being connected (including gyro support) rather than only being able to simulate an XInput/Xbox controller would help with how certain games require completely disabling SteamInput (and possibly even needing USB) to behave properly with the right prompts. There's plenty of games where you have to install a button prompt mod to have the right prompts over SteamInput. I know that there's Bluetooth limitations that prevents haptics and audio related stuff from working properly on Windows and Linux without USB, but having a software solution for this would make it less painful for those who only use their controller wirelessly.
Also, the Share button should really be used for screenshots/replays (like how it behaves on PS4/PS5), and the touchpad should be used to select (Like how it behaves on consoles for the vast majority of games). Adoption of SteamInput would probably be more if Valve did more to promote the input API, made the "you can use prompts loaded from Steam" point more apparent for those concerned about licensing, and provided engine plugins for native support rather than relying on developers to piece together an optimal way of doing things based on just the API documentation alone.
At least give us how it was earlier in normal public releases, and keep experimenting new changes in beta release.
putting a StickPadGyro action into an action set layer breaks the configurator (it shows "Joystick" in italics rather than the actual analog action name) and the game (it doesn't activate the action at all even though the exported config shows the correct action name)