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Ideas for Future Successor
- .NET 6.0
- C# 8.0 (for use of using declaration and Nullable value types)
- WPF for interface.
- Currently testing HandyControl package to provide extra controls
- JSON for profile format. Use Newtonsoft JSON.NET library since vanilla .NET JSON support does not have some features
Dispatcher use for better utility thread control- HttpClient rather than WebClient
- ViGEmBus (min. version 1.7.133.0)
Just a raw list for now
- XInput device output support
- Mixed XInput + virtual mouse output support
- Allow DS4 emulation for some older DirectInput games
- Possibly leave room for emulating other controllers as well if ViGEmBus adds options in the future
- Map multiple bindings to one input control (Shift+Tab mapped to Share Button)
- Action set support in profiles
- Stackable Action Layers for sub-configs (think Steam Input but more reliable)
Over my time using and working on mapping programs, I have come across various games that have needed mapping tweaks to either improve the gameplay experience or make using a controller feasible. The following list contains some examples of games that require more mapping work than a basic mapping to XInput or KB+M allows. Each game in the list should define at least one explicit feature that is needed that has not been mentioned in any other example given.
Civilization 5
Good settings for touchpad support and Right Stick mouse support will need to be in place to allow fairly precise mouse aiming
Elder Scrolls 4: Oblivion
This is one game that is not feasible to play using DS4Windows. The current mapping capabilities are not sufficient for using the spell casting wheel or allowing different controls for in-game and menu navigation. Action set support would greatly improve the experience so different control schemes could be defined for different situations in one profile. 8-way DPad mode would have to be an option to make using the spell casting wheel easier. Button holds should be an option to prevent quick save and quick load options from getting fired accidentally.
Euro Truck Simulator 2
Improved Gyro Tilt controls will be desired to allow a DS4 to be used as a pseudo steering wheel to control a truck. The gyro would be mapped to the Xbox 360 Left Stick. Additionally, migrating the current 360 steering wheel mode from DS4Windows should be done to allow greater output range than what is possible using gyro yaw tilt controls.
Half-Life 2
Allowing for mixed XInput and mouse controls will be desired for the best gameplay experience for Half-Life 2. RS would be mapped to mouse controls and the rest of a DS4 would be mapped to an XInput controller
Halo: The Master Chief Collection
Due to the game not supporting mixed input, using the Gyro in Halo requires emulating the Xbox 360 analog stick. Using normal Tilt controls is not a good way to perform aiming though. Instead Mouse Joystick mode is needed so that the relative movement of the Gyro is mapped to RS like how Gyro Mouse works. RS will return to the dead zone once Gyro movement has stopped and RS will max out when moved past a certain rotation speed. Using Mouse Joystick mode for the Gyro is a decent compromise when full gamepad support is needed and the aiming actually handles well.
Star Wars: Shadows of the Empire
This note is about the PC port of the game. Square stick output is required in order to have a decent corner turn speed. Some enemies can be quite fast and the normal turn speed at a diagonal can be very slow and put you at a disadvantage. The game expects an analog stick to have (1.0, 1.0) output but using a normal circle output range at a diagonal outputs values around (0.75, 0.75). The Boba Fett fight would be almost impossible without that square stick range.
Torchlight 2
Absolute mouse mode would be desired so that the mouse cursor can stay focused around the player. Enabling an outer layer zone for an analog stick would allow a mapping to be active the entire time that the analog stick is beyond the assigned dead zone. This would be used to hold the ` key (I think) so that a player would move in the direction of the mouse position.
Turok
This is one game that I played through with Gyro Mouse mapping in DS4Windows. It would be nice to still be able to map a gyroscope to a mouse pointer.