[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vm / vmg / vr / vrpg / vst / w / wg] [i / ic] [r9k / s4s / vip] [cm / hm / lgbt / y] [3 / aco / adv / an / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / pw / qst / sci / soc / sp / tg / toy / trv / tv / vp / vt / wsg / wsr / x / xs] [Settings] [Search] [Mobile] [Home]
Board
Settings Mobile Home
/v/ - Video Games


Thread archived.
You cannot reply anymore.


[Advertise on 4chan]


File: extra BUTTONS.png (438 KB, 800x800)
438 KB
438 KB PNG
Will consoles ever adopt extra gamepad buttons as the default?
I boughted a Vader 5 Pro, and it has 8 extra buttons. I’m having a blast with it.
But when I ask more casual gamer acquaintances about it, they’re like, ‘Why the fuck would you need extra buttons?’
For third-person action games, if run is bound to B, I like to rebind it to a back button so I can free my thumb to control the analog stick while running. The extra shoulder buttons are great for quickly toggling gyro. The extra front buttons, C and Z, work well as turbo A and B.
>>
>>736858818
I would hope so. We're very much reaching the edge of what a standard controller can be reasonably bound to. Elden ring nightreign for example has like 3 buttons that serve as modifications to what other buttons do.

At the same time though hardware isn't ready for it. All the high end controllers that cost 200+ dollars that have these features are unreliable pieces of shit; my xbox elite that I bought a year and a half ago already has a shoulder button that doesn't read unless you press it in a specific place and the grips are falling off of it
>>
>>736858818
>8 extra buttons, that's gonna cost you about 249.99
Lol no
>>
File: file.jpg (218 KB, 1984x1162)
218 KB
218 KB JPG
By the way before you think of buying the vader 5 pro be aware it has no Dinput and probably never will. Instead it has this shitty steam input emulation that disconnects all the time so I recommend just using Xinput mode and their piece of shit chink software to configure the controller. Pic related
>>
Controllers need six face buttons by default
>>
>>736858818
Not really, these buttons just duplicate existing ones.
>>
>>736859513
>All the high end controllers that cost 200+ dollars that have these features are unreliable pieces of shit
That's because you're looking at first party controllers. They're made to be as cheap as possible to produde and are sold for as much as possible. There's plenty of third party options with the same features for under $100 that are much more reliable, such as the one OP posted.
>>
God i hope so. Even if they don’t make them the default controllers, why won’t they atleast recognize back buttons as their own buttons
>>
>>736858818
No. Consoles will always be aggressively involved in lowest common denominator bullshit, because disparity leads to unused features and unused features will raise price of production for each controller by a few cents, reducing profit margins from 70$ per controller to 69.99$ per controller for an 80$ first party controller.
If they genuinely cared about improving the end user experience, then they would mandate fully rebindable controls, using generic USB peripherals and just generally supporting mouse and keyboard instead of sharting out overpriced chinkshit ewaste.
>But when I ask my casual gamer acquaintances, they're like "why the fuck would you need extra buttons?"
The average consoleslop uses maybe 3-4 buttons at a time and has the player choosing whether they want to focus on moving or looking around, there genuinely is no need for more buttons on this oversimplified garbage.
>>
>>736860052
Consoles never will but with PC at least you have steam input and dinput
>>
>>736859513
We are just generally reaching the bounds of what we can accomplish by sticking to the paradigm set by the NES and adding more back buttons will not help.
Controllers need to fully ditch the 80s ewaste design and either move to full motion controllers, ergo keyboards or simpit autism.
>>
>>736859729
I've settled for just getting old 6-button controllers for emulation.
I don't think I'll ever get my 6-button controller with two analog sticks and 4 shoulder buttons. Analog triggers I could take or leave, but it sucks when you come across the very few games that actually have a purpose for analog triggers.
>>
>>736859513
>Elden ring nightreign for example
Let's be real it's not like From Software are exactly geniuses when it comes to control mapping/design/whatever.
>>
>>736859678
Have they updated this shit yet so you can map keyboard combinations (like ctrl-c) or full macros to the extra buttons
IIRC with the V4P you could only do single keys or other controller buttons which is fucking useless
>>
>>736858818
There's no need for extra buttons, most games don't even use L3/R3 and left and right touchpad
>>
File: steam gamepad.png (76 KB, 1306x832)
76 KB
76 KB PNG
>>736860880
AFAIK you can't bind keyboard buttons with the flydigi chink app. If you use steam input you can bind to keyboard buttons but to be honest I have no idea how to bind combinations, I only see the option for single keyboard keys.
You can do full macros for the common gamepad buttons tho
>>
>>736860894
L3 and R3 feel like shit to use desu
mapping those buttons or the touchpads should be a last resort
>>
File: file.png (45 KB, 1300x507)
45 KB
45 KB PNG
>>736860880
I guess with steam you could use the sub-commands option, pic related. I'm not too savy about steam input as I think for some games it's too buggy with this gamepad, as in it randomly disconnects every 30 minutes or so. Not sure if it's on my end or this is a general problem of the gamepad
>>
>>736860429
>full motion controllers
already been tried and it's a meme for 99% of games
>ergo keyboards
normies who play on the living room couch won't be interested
>simpit
most people can't blow four figures on peripherals nor do they have the patience and desire to fiddle with so many buttons and switches
>>
>>736861102
Yeah that's fucking useless
I desperately wish there was a way to pirate reWASD because that's the only thing I've tried that actually works but fuck giving money to those jews
>>
>>736861219
I guess I found a solution to what you want with steam input sub commands. >>736861192
Give me an example of a macro you would be using and I can try to set it up
>>
>>736860880
I use a Vader 4 and use keyboard-based keybinds and combinations on my back buttons with no issues. Not sure why these other retards can't follow basic instructions
>>
>>736861273
I did try Steam Input but had no idea what I was doing, I found it very unintuitive
Can you do stuff like alt-tab, copy/paste, left/right/middle click, activating the gyro to control the mouse cursor, and shift layers to access new sets of commands?
>>
>>736858818
I think two back buttons will become the standard with the PS6 and finally start being incorporated into games as a new input. I don't think we'll make the jump to 4 any time soon, but just two extra buttons for devs to play with would be massive.
>>
>>736858818
Can the extra buttons on this or any other controller be mapped to something other than existing buttons?
>>
>>736861325
There's a learning curve to using steam input. You can't expect someone who has never dabbled with custom control schemes to suddenly know all the tricks.
>>
File: controller compaion.png (530 KB, 3592x1026)
530 KB
530 KB PNG
>>736861440
Let me try, I think it should be possible with steam input.
Btw for that kind of stuff I've been using pic related for years, controller companion, it's like 3 bucks on steam and I use it to browse my computer when I don't feel like using mouse+keyboard
>>
no, because consoles are a scam to sell you overpriced hardware and peripherals
>>
>>736858818
I hope not, mine has those back buttons and I keep hitting them
>>
>>736861325
How? It's been a while since I tried but I definitely couldn't achieve the binds I wanted in the Flydigi Space Station and when I contacted Flydigi support they also told me it wasn't possible

>>736861675
I've never heard of that but I'll look into it, I had been using Joy2key since it does most of what I want except it has no gyro support and also is horrible at reliably detecting the controller in the first place, though I'm not sure if that's the software's fault or the controller's
>>
File: qazyhj5jy3i21.png (1.36 MB, 1823x1024)
1.36 MB
1.36 MB PNG
>>736861830
Are you a R07 character?
>>
>>736861557
Only if your controller supports d-input or steam input. I used a controller with four extra buttons to bind keyboard controls in Mass Effect 3, because controller players get cucked out of four skills whereas keyboard users have access to seven skills on cooldown. Right now I have macros bound to my extra buttons In Crimson desert because the game has some mega retarded 3 button inputs.
>>
>>736861931
Share your Crimson Desert macros please
>>
>>736859625
Vader 5 Pro costs $60.
>>
>>736860880
Use ReWASD. ReWASD literally allows you to bind keyboard/mouse inputs.
>>
>>736863182
you are Jewish
>>
>i need more buttanz!!!11
No, you don't.
>>
>>736858818
>>736859513
Fuck that shit. The back paddle shit is impossible to use intentionally and constantly pressed accidentally. Just like side buttons on a mouse.

Dial Shock 2 design is perfect, change anything in it and you'll only fuck it up.
>>
>>736861195
>already been tried and it's a meme for 99% of games
Modern controllers already stack memes that have already been tried and are bad, they just stack workarounds as well. The problem with motion controllers was that first party devs sucked at control mapping and at the time controller rebinding on PC was completely fucked by Xinput streamlining the process of porting barely functional, unconfigurable controls. As soon as it became easier to bind motion controls, they got used.
>normies who play on the living room couch won't be interested
Normalfags want whatever appears in marketing, saying that "they will not be interested" is a categorical error, build it and they will cum.
>most people can't blow four figures on peripherals nor do they have the patience and desire to fiddle with so many buttons and switches
It is a bit more expensive with a much higher upper ceiling, but not that much more expensive than whatever 20$ chinkshit is masquerading as an "elite first party controller" for 200$. As for rebinding buttons... tough shit I guess, community layout systems can always stand to get better.
>>
>>736865365
>The problem with motion controllers was that first party devs sucked at control mapping

No, the problem with them is that moving the controller around is invalid as an input choice. Just being AWARE of your controller's position takes you out of the game.
>>
>>736864698
See >>736861897
>>
>>736858818
I can't understand why the Duke, the controller for the original Xbox, had two extra buttons, one black and one white, and then they removed them in future console generations, instead of adding more buttons which would be the logical thing to do.
>>
>>736865568
Constantly running into the limitations of dual analog and other bullshit imposed due to 40 years of jank controller development also takes you out of the game. This is only an issue with those early 2000s controllers that had usually had awful fidelity and also had extra gimmicky and poorly programmed motion controls, requiring multiple attempts to get actions to work.
>>736866678
They wanted API dominance for porting, which meant pushing for the minimum standard most games made use of.
>>
>>736866793
>API dominance for porting
What's that?

Seems like if anyone could be setting the industry standard back then, it was Microsoft.
>>
I don't get it because at that point you could just have a pc and proper controls that you don't have to perpetually hold. Your stupid friends are right, why would you need more buttons (for a console game)
>>
Dangyou saarr for your percheese the wader...
>>
>>736865568
>the problem with them is that moving the controller around is invalid as an input choice
NTA but gyro aim is great. Gyro's not useful for anything else outside of VR though.
>Just being AWARE of your controller's position takes you out of the game.
Not any more than being aware of your mouse's position.
>>
I just want 6 face buttons back
>>
>>736866883
>Seems like if anyone could be setting the industry standard back then, it was Microsoft.
Yes, that's why they reduced their controller to the minimum standard and also pared down their API to that minimum standard (reminder that Directinput supported 128 buttons, 8 axes and 4 pov hats, compared to the 14ish buttons and 4 axes and 2 triggers of Xinput). They also fucked up Directinput support on the xbox controller intentionally so that companies would have to use Xinput (left and right triggers are just positive and negative values for a single axis for no reason).
No other console was going to use 6 face buttons, so that would just be an awkward addition that wouldn't be used in most cases for multiplats, but would give their competitors more wiggle room to change their controllers.
>>
>>736866678
>and then they removed them in future console generations, instead of adding more buttons which would be the logical thing to do.
They just moved them. The same functionality went to the bumper buttons, it's how they handled backwards compatibility.
>>
>>736859678
>shitty steam input emulation that disconnects all the time
Thanks for the warning, glad I didn't buy it
>>
File: 1772362389385413.png (10 KB, 460x255)
10 KB
10 KB PNG
>>736860052
More buttons, but they can only be remaps of exisitng inputs. There was a specific chink controller that had a macro feature but I don't think it's available anymore and didn't have enough new buttons.

If you're a PC player the good news is you can change those inputs to unique inputs if you can mod. PC can ignore the xbox Guide button which can then be used as a shift key modifier (i.e. new input).


You then use a cronus max read those as unique inputs and make macro from them or use Joy2Key to convert them to keyboard commands (for PC).

The bad news is you have to mod (soldering) and you'll need a cronus max. That filters 97% of people.
>>
>>736858818
>Will consoles ever adopt extra gamepad buttons as the default?
no becuse xinput is cancer that forces the standard "4 face buttons, 2 bumpers, 2 triggers, 2 clickable sticks, start and back, home button"
>>
>>736858818
I think there is certain beauty to having "bad" controls. Fighting games are good example on how robotic the genre became once people started using better controllers like hitboxes. The big stick used in arcades was cool too because it meant that you needed dexterity to master your inputs.
>>
File: 1755273547650177.jpg (33 KB, 800x363)
33 KB
33 KB JPG
Joycons added 4 extra buttons
>>
>>736858818
Hopefully we never have back buttons adopted into controllers as a standard. It makes your grip awkward, it's easy to depress and if it's not easy to depress it requires far more annoying movement, you have to start adding paddles and stuff to start doing more than two button presses, it makes moments where you tense up very easy to accidentally activate them, and it makes the whole control system much harder for casuals to work with when they already have trouble with modern controllers. They should always be optional at best. I've been able to experience it on a Dualsense Edge, a Switch 2 Pro controller, my Hori Split Pad Pro, my Power A controller, and an Xbox Elite controller. I cannot stand them and they actively make controllers feel worse by existing. Their sole purpose is to function as a separate menu button at best because actually holding them for any period of time feels horrific.

What should be adopted is the Playstation's touch bar as a standard as it functions as a minimum of 14 extra buttons (8 cardinal direction swipes, 2 pinches, and four quadrants you can push) while being in a spot on a controller that is virtually always left unused or underutilized. Gyro, haptics, and haptic triggers are also being adapted by Sony and Nintendo as a standard so we can only hope Microsoft stops kicking everyone in the dick with XInput and adopts it as well. Outside of that all that's really left is two extra face buttons.
>>
>>736866678
>instead of adding more buttons which would be the logical thing to do

Adding more buttons is not as logical as you think it is. 99% of games don't even use all of the current buttons. If anything, they should take some buttons away since they're fucking pointless, and force all companies to make their controls simpler.
>>
>>736858818
I think the future is relatively bright now that xbox is basically out of the picture and not holding the industry back with xinput anymore. I think we'll have back buttons, gyro and trackpads as the standard in 20ish years.
>>
File: 1756366693738173.png (1.7 MB, 1779x1590)
1.7 MB
1.7 MB PNG
>>736858818
First of all, anything more than what you already have on a controller will be too much for the average console mind to comprehend.

Second of all, the current controller layout is painstakingly standardized down to the API.

Microsoft released XInput back in 2005 when the Xbox 360 launched, where they've dumbed down the amount of buttons you can register down to what the X360 controller has, while also gimping the analog triggers by binding them to a single axis to make sure people will move to the more limited API.

Try adding anything on top of it and you'll be stuck in a very very narrow market, just look at PS5 exclusive features, or those haptic triggers on current XBO/XSX controllers. Rarely, if ever, are they used, and if they are, they're tied to a single platform in an era where it is no longer viable to do so.

It's why PC games tend to use more buttons for input. We're living off of IBM's legacy where computers were something for people who had an above average IQ, with the input devices facilitating that fact.
>>
>>736875253
>Try adding anything on top of it and you'll be stuck in a very very narrow market, just look at PS5 exclusive features, or those haptic triggers on current XBO/XSX controllers. Rarely, if ever, are they used, and if they are, they're tied to a single platform in an era where it is no longer viable to do so.
Direct Input exists, it's just not used as frequently because Xinput is so convenient and comes plug-and-play. Any game that has a PS5 version typically releases on PC with all the DualSense features if you use it on PC wired. It doesn't work wirelessly, only on the PS5. The Switch Pro Controllers also work via Direct Input on PC but they're jankier because it's Valve providing drivers for them via Steam rather than being natively supported.
>>
>>736858818
>Will consoles ever adopt extra gamepad buttons as the default?
I really hope NOT.
Gamepads already have way too many buttons, if anything, I hope they remove all back buttons aside from L1 and R1.
>>
File: 1.jpg (117 KB, 943x521)
117 KB
117 KB JPG
>>736858818
>For third-person action games
There's no need to. Conventional console games outside of those toybox open worlds don't really need more. And most devs don't want them, even the ps4/ps5 touchpad is barely being used.
>>736860429
>simpit autism.
Nigga, modern console players are filtered by motion inputs and modern pc players by simple diagonal ones and would rather mod the games and change them to macros(look at silksong)
>>736874020
>If anything, they should take some buttons away since they're fucking pointless, and force all companies to make their controls simpler.
Based. Elegance in design should should always be a priority.
>>
File: 1768881087633316.jpg (16 KB, 500x343)
16 KB
16 KB JPG
>>736875493
here's your controller bro
>>
>>736859678
that's why people always say go with the 4 since it's the last model to support dinput, why remove it I have no fucking idea when there is no need to do that whatsoever
>>
>>736875454
>Direct Input exists
And I mentioned how it has gotten gimped. You cannot put on both throttle and break with DInput since Microsoft tied both to a single axis. Plus, the fact that XInput has been so prevalent since you're referring to physical X360 buttons in code instead of hoping that the DInput numbers are perfectly associated to every controller, and the fact that XInput has been around for 21 years, makes DInput beyond obsolete.

There hasn't been a better, more robust API that would've gained adoption widespread enough for both peripheral manufacturers and game developers to catch onto and offer us better controllers. Doesn't really matter we have things like SDL2 when no one's using them enough to change the status quo.

But we're still using IBM's keyboard mappings, down to the unused F13-F24 keys. Fully supported by just about everything.
>>
>>736859678
Do yourself a favor and get ReWASD once it gets support for Vader 5. I have a Vader 4 and ReWASD is 10x better than this trash software.
>>
>>736875917
>>736859678
>it has no Dinput and probably never will
RIP then I'll stay with my Vader 4 and wait for Vader 6.
>>
>>736875917
This, for any controller ReWASD is just amazing.
>>
>>736875917
>check ReWASD
>paid
>instantly go to https://alternativeto.net/software/rewasd/?license=free&platform=windows
I hate paywalled software so goddamn much it's unreal
>>
File: 1751660644761942.png (38 KB, 679x721)
38 KB
38 KB PNG
>>736863182
FUCK THAT SHIT
>>
>>736876095
It just works. Wait for a sale. If you want free then rely on steam input or learn to use autohotkey.
>>
>>736858818
>got a controller with four back buttons a few months ago
>haven't used them at all
I dont know if I'll ever use them. It will probably take a long time to adjust the muscle memory from over one decade
>>
>>736876105
I remember playing with AntiMicroX to remap my XSX controller to have a saner aim layout for SR1 on Xenia, guess you could try that.
>>
>>736875253
>PC games tend to use more buttons for input.
not really. games mostly adhere to the xinput paradigm
the olden days of pc games with bindings for shit like F1-F12 and the numpad are long gone
not all is roses though, GTA SA's use of the numpad to look out to the side while driving sucked dick, and so did the helicopter controls
>>
>>736876105
just to remap buttons these guys charge 35 bucks? goddamn i bet you could vibecode this shit in a day
>>
File: 1765238290825633.gif (911 KB, 240x176)
911 KB
911 KB GIF
>>736875917
>the cracked version of Rewasd isn't the version that supports my vader 4
>>
>>736876095
Do any of these alternatives let me map button chords? For example I have one of my Vader back button work as a "shift" key, while this button is pressed the abxy work as d-pad buttons so I don't have ever have to use the d-pad at all.
>>
>>736876225
I don't use back buttons for in-game shit, just to stop/start recoding in OBS. And speedhack in cheat engine and toggle other cheats on/off whatever.
>>
I sure hope not, the $200 pro controllers always seemed silly to me. The last thing I want is more buttons to press.
>>
>>736876318
SA's controls were a tad bit different. Q and E were used for drive-by aim and arrow keys in tandem with WASD were used for heli controls. Either that or I got too used to my own mappings, but still, R* gave enough of a shit to give you the flexibility to adjust your M+KB controls, including the option to rebind everything.

VC heli missions became instantly piss easy for me the moment I rebinded it's fucktarded numpad controls that didn't even adhere to it's layout to what I'm used to in SA. Suddenly my SA muscle memory kicks in since it's the same handling.

>>736876429
You can do that with AntiMicroX, you can bind one button to switch between key sets, then set the same button in the other key set to go back to the first one. Depending on how you configure it, it can be one way, two way, or hold to switch which is what you'd want.

Though idk how well it supports controllers with extra buttons, download the portable version, unpack it, run it, fiddle with it, see if it suits you. All you'll lose is your time if it doesn't work out, it's free software.
>>
>>736876759
Vader 4 is $50. Hall effect sticks, mechanical buttons and good enough quality that I've been using it for a year and the controller is still performing well.
>>
>>736858818
No because controllers haven't advanced at all since the original dualshock.
>>
My Vader 4's LB button fucking broke.

>>736859678
I'm pretty sure it has Dinput, my Vader 4 has it. Doesn't it have official Steam integration? The Vader 4 has it and connect to Steam perfectly and that required Dinput.
Are you sure m8
>>
File: 1769769655790064.jpg (28 KB, 308x302)
28 KB
28 KB JPG
>>736861325
there's also a DS4W fork for the Vader 4pro that does it.
https://github.com/AhmedAmrNabil/DS4Windows-Vader4Pro/releases
can't be fucked with rewasd, this and steam input just werk for free
>>
>>736876759
even the gamesir g7 pro costs only half of this. $200 controller would be something from the major brands like the Asus Raikiri 2.
>>
>>736876327
Actually it has a shitton of more features, but unless you're trying to play milsims with a controller it's just useless, steam input is free and does about the same amount of stuff.
>>
>>736877353
>AhmedAmrNabil
No thanks
>>
>>736877106
Vader 5 and Apex 5 ditched dinput in favor of a "third party software support" setting, which remains xinput but passes all the extra buttons and gyro to a virtual controller so they're still visible to software like Steam Input.
>>
>>736877353
does it allow for dead zone tweaking?, vp4 pro is fucked without messing around inside that bloatware app of theirs and it sucks
>>
File: AAA game controls.jpg (36 KB, 800x400)
36 KB
36 KB JPG
>>736874020
>99% of games don't even use all of the current buttons.
Because they adapted to a shitty standard. That's what happens when you make less the standard, you get shitty baby 1 button does all controls. And before you say "ONLY MUH FIGHTING GAMES USED THEM", any action game could easily implant and use fighting game styled combat. We could have had much deeper combat in action games. Most action games now only use 1-2 buttons and modern AAA games have less controls than a tiger electronic handheld.
>>
>>736876105
Use PadForge.
https://github.com/hifihedgehog/PadForge

I swear controller support shouldn't be this bad but hear we are. I don't know how emulator devs do it, you can plug in a fucking dildo and emulators will detect it as a controller.
>>
>>736875917
>using Dwasd with a controller that has dinput
Dude
>>
So once you have that d-input shit working.

So how do you do controller macros like moving the left thumbstick 30% up to simulate walking + other shit once you've assigned it to a back button.

Oh wait that doesn't exist and you'll have to use a cronus max. Fucking d/x input useless then.
>>
>>736859513
Playing fortnite on my switch for a while I just had to unbind the build toggle to actually be able to properly play with gyro as I needed to move shit to have a button to reset the camera
>>
File: 1738675040046167.jpg (132 KB, 900x789)
132 KB
132 KB JPG
Anyone here has an 8bitdo Ultimate controller? was planning to try it out but heard the analog sticks have a snapback issue, searching online barely gives info about why that is.
>>
>>736882256
Release a joystick on any controller, and it'll briefly-but-visibly (at least to a slow-mo camera) snap in the opposite direction before returning to center. You get snapback if that brief snap utilizes enough voltage to surpass the deadzone. Some controllers have enough capacitance to avoid it, otherwise it can be filtered via software (either controller firmware or something like DS4Windows). I can't speak for modern 8Bitdo, but I don't get the impression they'd bother with firmware filtering.
>>
>>736858818
Does your Vader 5 Pro's right stick have issues clicking down/in when it's held all the way in the "north"/up position?
Mine does, and I remember that being an issue on Elite Series sticks in general, which I'm really not a fan of.
>>
Looks like I have no reason to upgrade my Vader 4 Pro. They really need to get their shit together with direct input and fix the godawful charger.
>>
>>736858818
>Will consoles ever adopt extra gamepad buttons as the default?
They need to add at least four extra bottons (ideally back buttons) and maybe find a way to toggle to swap those with the normal thumb buttons so you can keep your thumbs on the sticks for certain games.
>>
File: file.png (239 KB, 685x586)
239 KB
239 KB PNG
>>736883753
Yeah I tried it on a cheap controller I recently bought (Tegenaria lite) and it happens slightly but id have to release pretty aggresively, almost like doing it on purpose. On this old video (3 years) it really fuckin goes back, no clue if it's an issue at all if you don't flick it but it's worrying. Since there's barely any posts about it online I doubt 8bitdo has done something about it.
>>
>>736863182
>>736876105
rewasd are a bunch of fucking crooks. Bought the lifetime license years ago, only recently to see they've violated the agreement, dropped support for us, and introduced yet another "lifetime" license.
Just use Flydigi's software and AutoHotkey for your key combinations.
>>
>>736858818
Back trigger buttons are the most retarded gaming fad I've seen zoomers latch onto in recent memory.
>>
>>736885228
I was hoping they'd have worked that out past their early releases. I had a miserable time on their pre-hall effect models, the snapback was way too big to deadzone on all the ones I owned.
>>
>>736860505
>very few games that actually have a purpose for analog triggers
Racing games.
>>
>>736887680
Hall effect sticks are supposed to have less snapback? the 2C seems to have those compared to C which says it uses ALPS instead on their page.
>>
>>736888316
Not inherently, though I guess their lower sensitivity would hide it better. More just emphasizing that I'm talking about 8-10 year old controllers.
>>
>>736880632
Steam is trash if you use it for non-steam games. And no I won't associate non steam games to steam.
>>
>>736878135
yes
there's nothing with the official app about that, though.
>>
>>736863124
>Luke I am your le father xD
>>
>>736858818
The Switch 2's gamepad has additional trggers on top of the normal L/R/ZL/ZR but no game uses them by default, they're mostly just programmable buttons for when you want a face button to be assigned to a shoulder.
>>
>I hate back buttons because my hands keep quivering and pressing them
I'm glad I wasn't born with retard hands, phew
>>
>>736859678
I don't use controllers much, qrd on the difference between Dinput and Xinput?
>>
>>736891539
>Pokemon XD gale of darkness
Fuck off
>>
>>736858818
SEGA figured controllers out in the late 90's but no one followed through with it.
>>
>>736858818
I'm fine with them adding two extra bumpers and and two extra face buttons but those buttons on the back of the grip are absolutely retarded. If your game needs that many buttons to be played you completely failed when designing the controls.
>>
>>736858818
Yes, rebinding run/roll for Souls to one of the back or extra shoulder buttons makes playing so much more comfortable. My pointer finger would always start hurting after a few hours if I wanted to keep my thumb on right stick.
I've also heard they're quite nice for AC6 as well.
>>
>>736895093
I still have my Saturn Duke. I rarely used it as a kid because it felt weird. Analog was still too new to me. I guess it helps that the d-pads on many of the Saturn controllers were really good and felt nice to use.
>>
File: 1763227794175937.jpg (103 KB, 659x720)
103 KB
103 KB JPG
>8bitdo Ultimate 3E
>$150
>still only two back buttons
Niggas
>>
>>736885173
Games just need to stop pretending that keeping your thumbs on both sticks is normal.
Having the player LARP as a cameraman at all times is a complete waste.
Gyro and flickstick go some ways towards addressing this, but really we just need to stop trying to backport control schemes that worked with mouse and keyboard to dual analog.
>>
File: 1772147420537528.jpg (32 KB, 366x380)
32 KB
32 KB JPG
>>736859678
>Wanting Dinput
>>
>>736858818
idk I just use a switch controller for everything
lasted way longer then the ps4 or xbox controllers I've owned (its probably the usb plug being more durable as c type)
also own a 8bitdo n64 controller for n64 emulation
>>
Still annoyed to this day how few games make use of the DualShock 4/DualSense's touchpad to be a multi-purpose input for unimportant functions. Shit is easily 10 inputs to be usable for menu shortcuts when you factor in 5 hotspots (corners + center) and swipe gestures at the minimum.
>>
>>736896876
Better than xinput
>>
>>736896876
Wouldn't need xinput if every controller's PnP driver didn't make the triggers share the same fucking axis.
>>
>>736898150
It's too awkwardly placed, you can't rely on developers to make use of features on a controller and most games just have completely fucked button mapping with no hotkeys.
Ideally most games would go really in-depth with what you can rebind or assign hotkeys to so that the community can hammer out what is best, but that's not the current standard.
>>736898341
Yeah, that's why Xbox did it that way. Gotta use Dinput if you don't want to break Microsoft controllers.
>>
>>736898868
>what you can rebind or assign hotkeys to so that the community can hammer out what is best, but that's not the current standard.
At least SteamInput lets me do that, and I just map it to keyboard inputs.
Otherwise all you see are games like Ghost of Tsushima or Let it Die assigned it to ingame functions, and making the PC ports do awkward d-pad modifier inputs instead.
>>
File: 1775423768043875.jpg (151 KB, 1080x1080)
151 KB
151 KB JPG
>>736858818
I bought one of these but the left stick was messed up. Takes more force to push down than any other direction.

Shipping it back to China seemed like a big hassle. Thought I open it up to see if there's a plastic shaving from the ring or something interfering but you need one of those plastic pry tools.
>>
anyone have a GameSaar G7 pro?
thoughts?
>>
I'm using a Brook Wingman FGC2 for a Gamesir Cyclone 2 to my PS5 on break from the Xbox, and honestly this works fine enough but it's absolute shit ass that Sony locked down controllers so fucking much. I shouldn't need a hijack dongle just to play games with a controller not prone to breaking, but nooo, gotta make people by licensed or the Dualsense Eeeeedge. Suck my pixie dick motherfuckers.
>>
>>736860505
there's a hori controller with that set up
>>
>>736858818
Can you map multiple buttons to one on the vader? Like if I wanted to bind XY to the z button for Monster hunter?
>>
File: 1766858942556173.png (16 KB, 314x453)
16 KB
16 KB PNG
>>736876429
I'm not really part of this conversation I just clicked the thread, but DS4windows lets you do pretty much anything you want to do with the buttons. You just have to program it as a "special action"
>>
>>736901440
ain't hori dogshit nowadays
>>
>>736887680
why do you flick the stick? you aren't supposed to do that
>>
>>736894051
xinput just werks, dinput does not
>>
>>736894051
One has a system of a controller driver defining what inputs/axis it has to allow for a variety of input types (controller, wheel, HOTASS, DIY shit, etc).

The other enforces a specific button/axis layout with standardized symbols.
>>
>>736858818
I loved my vader 3 pro but the A and B button starts double clicking after 2 years of daily use. I never got much use out of C and Z tho, only used it once or twice for macro combinations
>>
>>736863124
Because it's chinkshit
>>
>>736861102
>>736861192
Wow, Steam natively supports additional buttons on this thing? Neat!
>>
>>736906475
Yeah, unlike your first party pad that has potentiometer sticks lol.
>>
>>736894051
xinput forces xbox's button configuration, which sucks as it places hard constraints on input devices
dinput has basically infinite freedom those shitty buttons numbered 1~16
speaking of which, I can't believe to this day that PCs have no way to manage controller numbering and mapping (shit like 2 controllers for 1 player or vice-versa). everyone relies on middleware like x360ce or steam input, which is preposterous
>>
File: 1751329029960156.jpg (21 KB, 512x512)
21 KB
21 KB JPG
>>736858818
Not if I have anything to say about it.
>>
>>736858818
>Will consoles ever adopt extra gamepad buttons as the default?
That would require coding a new input standard which will never happen since they don't hire White men anymore. You'll take your mappable macro buttons and you'll like it.
>>
when xbox decides to update xinput
>>
>>736894051
steam input recognizes the 4 extra buttons as their own standalone buttons on my 8bitdo ultimate 2 in dinput mode
>>
>>736858818
I hope so because having to click the stick as a button is aids, especially if its something I need to press often like toggling sprint.
Please valve just release the steam controller so I can hold down a back button instead!
>>
File: 1772647889213678.jpg (27 KB, 524x694)
27 KB
27 KB JPG
>>736906701
I see, thanks for the explanation. That's kind of annoying that the vader 5 doesn't support Dinput then, though I'm not sure how much of an issue that would be for my hypothetical use case. So how does it handle the extra buttons in that case? Does it just pretend to be a keyboard when it comes to the c+z buttons?
>>
>>736906701
You can thank your OS vendor for creating such situation. Linux has better APIs for controller support with hd rumble and gyroscopes but of course developers don't care about system with 5% market share.
>>
>>736909645
>Linux has better APIs for controller support with hd rumble and gyroscopes
Do you mean steam input that adds input lag?
>>
>>736910549
no, lunix has a ton of shit to configure gamepads. it lets you do all sorts of crazy shit like binding several players to 1 controller
I haven't tried it, but it's definitely better than shitdows, where some games demand 2 controllers for multiplayer instead of letting you use 1 keyboard and 1 controller, forcing you to install a driver that adds dummy controllers and then praying the game game assigns the actual controller to player 2
>>
>>736910549
No, I mean evdev for general input: any controller can have any number of buttons and axes and buttons have proper names meaning you can rely on those even if controller is unknown and still get basic gamepad functionality
https://www.kernel.org/doc/html/latest/input/gamepad.html
Force feedback is also standardized
https://www.kernel.org/doc/html/latest/input/ff.html
And gyroscopes are supported as well
https://docs.kernel.org/input/event-codes.html#input-prop-accelerometer

If this is too difficult for average game developers they can use SDL gamepad API which is cross-platform and allows using vendor specific functionality like gyroscopes and haptic feedback without need another dependencies or vendor specific implementation
https://wiki.libsdl.org/SDL3/CategoryGamepad
>>
>>736858818
maybe i just have tiny hands, but i always felt the back buttons were very annoying to use, and wouldve preferred an extra pair of face buttons like the genesis or original xbox had
>>
>>736859678
Damn that's awful. Thanks for letting us knoiw
>>
>>736906623
This, I will rather use chinkshit than jewshit
>>
>>736858818
they won't because console shit is intentionally made for the most retarded of retards.
they don't want to accidentally confuse them by adding more buttons.
>>
>>736882256
Avoid it, it feels really cheap.



[Advertise on 4chan]

Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.