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x1nput's Issues

Having Issues getting any games to populate after refresh.

Hey there. I stumbled on your hook that adds impulse triggers. When I open yourX1Input Configurator and hit refresh, I do not see any games listed. I am trying to inject the program on Ghost Recon Breakpoint. I only have three things in the box after hitting refresh: OVR Server, Nvidia Web Helper, and UPC. I have quite a few games on my PC and none of them appear. Do you have any advice on how to find those games with your program? Best Regards.

Supporting controllers connected over bluetooth

Is there a technical limitation that prevents you for supporting controlling that are connected over bluetooth (without the wireless dongle).

Because the controller's impulse triggers are working in supported games when I use it over bluetooth as well, so maybe it is possible to make it work.

When providing the correct Vendor Id and Product Id for the controller however, your program doesn't show any devices in the list. Do you make some checks for the properties of the device that could prevent a bluetooth controller from showing up in the list maybe?

Edit: Just found out that maybe I have inputted an incorrect vendor id. After correcting it, the device now is shown on the list, but when clicking on Test nothing happens...

The thing is here is the hardware ids for the "bluetooth XINPUT compatible device" which is the controller:
BTHENUM{00001124-0000-1000-8000-00805f9b34fb}_VID&0002045e_PID&02e0
Its Vendor Id is 2045e which is larger than what it should be. And so you app doesn't find anything when I use it.
But from the MS docs it looks like the VendorId is an ushort, which means we need only last 4 characters - 045e.
And so when I use this Id, the app finds the HID device, but as I said when clicking Test nothing happens.

Doesn't work:(

Hey dude what's up I hope you're doing well I did everything you asked and tried ver 3.1 and 3.0 but doesnt find any exe from desktop (only nvidia share). I dont know if you will read this but it will be amazing if you could provide a solution or add manual drag and drop. Best regards!

windows 7 compatibility?

Any form to run this in windows 7? i try in win 10 and can do work fine with some games....so now i do some soldering work in impulse motors to put them with normal motor, like some force feedback but only soldering in same side, works even with epsxe emulator. i hope this can be compatible in the future in win7 beacuse i play in shit pc.

Unity3d Engine

I am currently using unity3d to develop games. How can I use this DLL? My application is based on uwp

I would like to program X1nput to modulate rumble signals

Hi,

I just tried X1nput with some of my games, it works great !

But I would like to custom it a bit more. My objective would be to feel rumbling waves on my controller instead of just impulsion on the 4 motors. Currently, when a game sends a rumble signal, it justs turn all the motors on and off at the same time. I would like to modulate the rumble signals.

I would like to use sin() and cos() functions to modulate the signals, so the rumbling is oscillating. I would also love to be able to delay the signals on each motors. That way, I would be able to program rumble from left to right, or right to left. That would make the rumbling feedback much more immersive.

But I don't know where I could do this. Does someone have an idea for such a project ? Thanks in advance for your help

Can't adjust intensity in Dirt Rally 2.0

Hello,

I love this mod, cause I love impulse triggers. The mod works on Dirt Rally 2.0, but I find it too strong. So I used "X1nput.ini" and put it in same directory as the dlls. But when I edit it, there is no difference ingame. Can you help me ?

Thank you

Plugin assumes XInputGetState will be called first

I can totally see games call XInputGetCapabilities before XInputGetState, and that will cause a crash.

Current m_gamepad initialization is also not thread safe, so in an unlikely event of two thread racing unexpected results may occur.

[Feature Request] DualSenseX's trigger vibration support on Xbox controllers

Hello,

We had poor native support for Xbox One impulse triggers for long time. But when PlayStation finally joined triggers vibration train it looks that something is changing. It would be great to use their triggers vibration support and have them on Xbox controllers.

Maybe it's plan for the future, because DualSense controller is not yet fully known and it will take time to get to know how to catch vibration signals and translate them to Xbox one's, but for now maybe it is possible to support vibration profiles of DualSenseX? X1nput could ignore not important data and leave only time and how strong vibration should be. I saw that modding community started using their DualSenseAT API and more mods/games are receiving triggers vibrations.

For now games with DualSenseAT support:

  • Resident Evil 5 (Steam)
  • Euro Truck Simulator 2 (Steam)
  • God Of War
  • Grand Theft Auto V
  • Rocket League
  • Death Stranding
  • Resident Evil 5 (Steam)
  • Resident Evil 4
  • Skyrim Special Edition (Steam)

And it's growing... I think it's worth to keep an eye how they are growing and make our Xbox controllers great again.

Vibration problem

When I play Forza Horizon 4 on steam and use xinput 2.0, the vibration of the controller disappears and only the triggers vibrate, also the LT vibrates when I go on land, without pressing it or anything.

Windows 1903 Update Breaks Game Support

Unknown if isolated to just this game (still testing will update if more are found).
Fallout 4 Impulse Triggers worked with 1809. However, when updating to 1903 the game hangs (white screens) then crashes to desktop.

Interestingly, SkyrimSE (which uses an incredibly similar, though previous version of the same engine as Fallout 4) works fine on both 1809 and 1903.

Games not accepting input

A lot of games I tested don't accept controller input if the controller is connected before the game starts. A few games also crash when the controller gets disconnected. Sadly, it's exactly the games I can't debug.

Odd behavior in Release configuration vs Debug configuration

So it turns out I was wrong about DOOM support. The DLL I tested it with was actually the Debug DLL, Release DLL seems to cause the game to crash.
I have no idea how to debug games on Steam, so if someone could help me figure out what's causing this mismatch, I would really appreciate it.

HITMAN 2 Gamepad detected, but no input.

When running HITMAN 2, the controller is detected (Press X to start is shown on screen), but input isn't working. There's a chance the game is using XInputGetCapabilities, which I haven't yet implemented. I'll try implementing it soon and see what happens.
If there are any other games where this happens, please let me know.

Request: auto detection and run list

Games like Assetto Corsa that require a launcher and closure for even small settings make it hard to use as every time you need to re-enable the x1nput.

If there is a chance for a whitelist kinda thing that can toggle a application to auto injection when detected with a 1 sec app name scans would be perfect

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