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Full Version: XInput Wrapper for DS3 and Play.com USB Dual DS2 Controller
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It's not his fault, it's Microsoft's and their poor Xbox 360 support for Dinput.
I'm having some issues with the way deadzones work. Specifically, for analog sticks they should turn off once one axis is above the threshold.
As it is now, if you move a stick in circles, there will be rather large areas every 90° where you get back 0 for one axis. This is a problem for some games. In my case I noticed it with Beat Hazard, where you will stop firing if you're in these dead areas. For an Asteroids-like on crack, this is a very annoying issue Wink
This is with 0.7.0.96.

I'm not quite sure how MIJ handled it, but I didn't notice anything like this. I'd rather not install it again, but if you think it helps, I could take a closer look at how it does this.

Another, albeit minor thing: Would it be possible to incorporate the ability to turn the LEDs on a DS3 completely off?
Found a new bluescreen error. This one isn't critical to the functioning of the utility though. If you manually disable the virtual controller in device manager, it will cause a bluescreen.

I don't think most people will try that though.
@Eloris: Deadzone threshold values for XInput are defined in XInput.h and implemented by the game itself -

Code:
//
// Gamepad thresholds
//
#define XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE  7849
#define XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE 8689
#define XINPUT_GAMEPAD_TRIGGER_THRESHOLD    30

The drivers implement a minimal value for thresholds for Idle determination, and this is passed on to XInput -

Code:
protected const Int32 XINPUT_GAMEPAD_STICK_THRESHOLD   = 2580;
protected const Byte  XINPUT_GAMEPAD_TRIGGER_THRESHOLD = 10;

X and Y axis on a stick are always treated separately. Axis range is -32767 to 32767.

The driver XInput thresholding is bypassed when using the XInput Wrapper (bin\Win32\XInput1_3.dll), since it gets a direct feed of the DS3 reports. Can you try dropping this into your games folder and re-testing.

If the problem persists, it is either the game itself or XNA which is doing the deadzone calculations.

@Ashnal: thanks for reporting this, I'll look in to it for next Beta/RC
Replacing the game's own XInput DLL does indeed fix it. I'll keep this in mind if I run into similar issues with others, thank you.
Interesting, when using XInput, values from the X360 controller don't seem to have any deadzone/threshold. o.O
@KrossX: yeah, the XInput subsystem does not do any deadzone/threshold by itself. The values defined in XInput.h are for devs to use if they want to implement it in a game. It may be the XInput dll provided with the game is a custom one, which does the deadzone/threshold.

On DS3s the reported stick axis values tend to float around when self-centred, which I need to ignore when doing Idle detection. Should really pass on the raw values to XInput instead of the modified ones. (will change for next Beta/RC)

@Eloris: can you remove all XInput dlls from the game directory (so that it is using your system XInput dll) and re-test.
Still happens, although the threshold seems to be slightly lower than with the game-provided dll.
@Eloris: ok, so I've created an ScpControl.dll which passes through the raw axis values, can you re-test with it.

1. Stop the "SCP DS3 Service".
2. Replace ScpControl.dll with the one from the attached archive.
3. Start the "SCP DS3 Service".
4. Re-test the game.
Works perfectly, regardless of the dll used. Smile
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