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Topic on Glossary talk:Controller

DirectInput tinkering

2
Mirh (talkcontribs)

So.. I was mumbling over Omkiron and the no deadzones problem.

After a hint of one of the ReactOS contributor, I realized: there's nothing actually broken.

Controllers with analog sticks just weren't a thing back then (only a year after Sony started to bundle Dualshocks with PS1).

In March 1999 Microsoft had no kind of recommendation on this side, even if some of their own products had built-in accelerometers that could hardly be kept to 0.

After checking dx3, dx5, dx6, dx7, dx8, dx9 documentation I realized that if any, the CLSID drop made in the latest update DI ever got could explain why Xinput Plus (dinput8.dll, remember?) doesn't work. Older interfaces aren't accessed.

So... I just guess we need a tool that can work with that. And I wonder if the mapper introduced in dx8 also supported remapping in older versions.

trivia: dead zones support was present in the API starting from dx1

EDIT: I wonder why XInput+ claims to support DInput5 and newer (which Omikron indeed is).. but it doesn't work
EDIT2: Ok, it seems there are precisely 4 main version of DirectInput interface: 0x0300, 0x0500 (aforementioned), 0x0700 and 0x0800. And 7 sub-versions, with some caveats
EDIT3: other possibly relevant info
EDIT 4: other hacks

Gregem (talkcontribs)

Microsoft claims that with new Gaming.Input they want to replace both DirectInput and Xinput. What are capabilities of new API in terms of supported buttons, axis and so on? Could Gaming.Input be usable with equipment for space/aircraft simulators, or it's just marketing mumbling? Some information in the Wiki would be appreciated.