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Showing results for tags 'gamepad support'.
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Right now, the Tracked motion controllers makes it seems like it's an Input method highly focused around Virtual Reality while Traditional Gamepads are an afterthought, but with newer non-VR PC Games starting to use Motion sensor functions (either Natively, using Steam Input API's Camera game action or via Emulator). With SDL2 and Yuzu and more recently; Cemu officially supporting Motion Sensors [without the use of Input Mappers], I think it may be a good time to revise it. Right now, there's a small selection of PC Games that is officially known to support Motion Sensor functions in a native function (either by Gyro Aim or "gimmicks"), usually for PlayStation Controllers. Boomerang X Days Gone Doom Classic Unity port (DOOM 1 and DOOM 2) Paladins Rogue Company Death Stranding Flower Heavy Rain Beyond: Two Souls But if we include Games that already uses Steam Input API's game action system, the list start to grow and suddenly: Nintendo Switch Pro Controllers and Steam Controllers are added to the list while allowing me to add more games like...Spin Rhythm XD, Super Monkey Ball: Banana Blitz HD, Portal 2, Prey (2017 video game), Red Faction Guerrilla Re-Mars-tered, and Left 4 Dead 2. The last one also happens to have Gyro Aiming enabled by default, with a exception for Xbox Controllers. I wonder, Do you think it's possible to expand "Tracked Motion Controllers" Glossary to highlight more stuffs. I would like to see highlights on Input Mappers (such as JoyShockMapper), how to get them working in Emulators, building a list of games that natively uses Motion Sensor functions? It could make things a bit easier for future PC Games that may add Motion Sensor support in the longterm without resorting it to "DualShock 4 Controllers" page. Right now, I can't use "Tracked motion controllers" on Days Gone's PCGamingWiki page despite officially support Gyro Aiming. oh, and add Nintendo Switch Pro Controller to the list.
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Been learning how to do PCGamingWiki Template:Input for a while. So, while I was working on updating SteamInput and preparing to implement "Gamepad Motion Sensor" support, I was wondering if...down in the road: I wanna propose adding Nintendo Controller field for the sake of completion-ness. As of this writing: anything related to Nintendo Controller is resided on Others/Generic Controller...but I understand. Nintendo Controllers, specifically: Nintendo Switch Controllers is rarely supported and the vast majority of games don't ship with it... however: if using Unreal Engine 4/5's RawInpt plugin: an Nintendo Switch controller can be supported. if using Unity's Input System or using Rewired plugin: an Nintendo Switch controller support can be supported. If using SDL_GameController (SDL2/SDL3): an Nintendo Controller Type is automatically supported (the button prompt portion and button layout is manual work, tho). Hell; outside of Windows OS: a Nintendo Switch controller is natively supported on either MacOS or Linux kernels. If using Steam Input API, if done correctly: a Nintendo Switch controller is natively supported. Heck: emulators supports it. So, the way how I'll plan to include Nintendo Controller will be a bit of a merge between "XInput-compatible Controller" and "PlayStation Controller", here's my planned format you can provide feedback for this, and what needs to be change or added upon. For now: I will be planning to work on this after getting the pull request for both "Field for manual switching of controller button prompts in Input" and "Expanding Tracked motion sensor" additions merged.
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Background I enjoy playing different types of games using controllers dedicated to different purposes, such as using an arcade stick to play fighting games, or a gamepad with gyro to play first-person shooters. I would like to be able to look at a PCGW page and see which type of controller would be appropriate for a given game. Sometimes this is obvious — Street Fighter V certainly would be perfect on an arcade stick — but sometimes it's not. A key factor in this is what kind of directional controls a game uses. Most traditional fighting games, for example, do not require analogue movement controls, such as what a thumb stick would offer; they are designed instead to use digital movement controls, such as an arcade joystick, D-pad, or WASD. You can definitely play a fighting game competently using an analogue directional input if you want, but it's not necessary. On the other hand, most racing games (at least the ones that are even slightly realistic) absolutely do require analogue movement controls. Anyone who has attempted to play a racing game on keyboard understands this: You have no gradual control over steering, which results in very jerky and hard-to-control movement. It's possible to play such a racing game using digital movement controls, but you are severely hampering yourself by choosing to do so. Proposal I would like to add a field to the Input template that somehow expresses what kind of directional controls a game uses. I want to know what is optimal vs what is playable vs what is impossible. Playing Street Fighter V without access to analogue movement is optimal; you lose nothing by not having analogue inputs. Playing Hades without access to analogue movement is playable; you can certainly play and enjoy the whole game this way, but technically, your movement becomes a bit less nuanced because you are restricted to 8 cardinal directions, which can hamper you somewhat in intense combat sections. I don't know a specific example off the top of my head, but I imagine some racing games, flight sims, etc would be impossible to play without analogue movement. Maybe "impossible" is too strong a word; "unplayable" is perhaps better. The field might be called something like "Analogue movement control required", with possible values "no", "somewhat", and "yes". (Please feel free to suggest better terminology here; I'm finding it hard to come up with the right wording.) I think the appropriate place to add this is under "Additional information", near "Simultaneous controller+KB/M", partly because it's relevant to games that support SKBM (using analogue movement with a mouse allows for optimal movement & aim in some games). What is explicitly not covered by this proposal Directional inputs such as those used to move or steer a character, cursor, vehicle, etc are certainly not the only kinds of inputs that can be produced as either digital or analogue. Many gamepads for example have analogue triggers, whereas Switch controllers have digital triggers. But in order to keep the scope of this initial attempt under control, I intend to limit this to what we usually consider "movement" controls — i.e. the role that is typically assigned to the D-pad, left thumb stick, arcade joystick, or WASD keys. Thus, "right hand" controls (mouse, right thumb stick) and triggers are out, as are gyro, pressure-sensitive buttons, and any other such oddities. A future development might entail adding this kind of detail.
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According to the game's PCGamingWiki page, The Hobbit has gamepad support. But I cannot get my DualShock 4 to work with this game despite the fact that I'm using DS4Windows. Any suggestions?
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