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Summer is almost over — but we’ve been on fire at reWASD!

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  • Summer is almost over — but we’ve been on fire at reWASD!

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    While everyone’s been soaking up the sun, we’ve been working twice as hard, so we decided to share what we’ll be bringing you quite soon.

    New Advanced Features — PC-to-Mobile Game Streaming, Virtual Input Support, and even more are on the way.
    More Devices Supported — 8BitDo Ultimate 2, new Azeron, and even… Nintendo Switch 2 (yep, we’re trying!). It’s not as easy as we’d like, but the list doesn’t end there.
    Mobile Control Level-Up — Android & iOS apps with full config management on the go.

    And the best part? All of these updates — now and in the future — are included in reWASD Lifetime Access.

    Plus, a friendly reminder: Legacy License owners can now upgrade to Lifetime with a special discount to get it all.

    We’ve even dropped a spoiler (and some behind-the-scenes details) in our latest blog post. Trust us — you’ll want to read this one.

    Read the full scoop here:​ https://www.rewasd.com/blog/post/big-mobile-things

  • #2
    I am really looking forward to the inclusion of the function to customize and unify the vibration intensity of the controller in the next update.

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    • #3
      Originally Posted by liuyuxianren View Post
      I am really looking forward to the inclusion of the function to customize and unify the vibration intensity of the controller in the next update.
      Could you please clarify what you mean?

      Thanks in advance.​

      Comment


      • #4
        For the upcoming Virtual Input Support, will this be driven by an embedded runtime (Lua/JS/C# Roslyn) or through an external API (COM/.NET assembly, named pipes, WebSocket, etc.)? I’m particularly interested in C# interop for feeding real-time analog values and button events.

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        • #5
          Originally Posted by 1ncorrect View Post

          Could you please clarify what you mean?

          Thanks in advance.​
          Hmm? I submitted a suggestion to you on a certain day around February at the beginning of the year. The content was that I hoped the vibration signals in the game could be uniformly converted to a specified vibration intensity, such as the strongest one, and output to the controller. You replied that it had been added to the plan list, but you didn't know when it would be completed. Don't tell me you've forgotten, or I'll be sad.

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          • #6
            Originally Posted by liuyuxianren View Post

            Hmm? I submitted a suggestion to you on a certain day around February at the beginning of the year. The content was that I hoped the vibration signals in the game could be uniformly converted to a specified vibration intensity, such as the strongest one, and output to the controller. You replied that it had been added to the plan list, but you didn't know when it would be completed. Don't tell me you've forgotten, or I'll be sad.
            Could you provide a link to the post, please?
            I found your June post, but our response there was laconic, and we did not take the risk of promising anything.​

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            • #7
              Originally Posted by DougieDoug View Post
              For the upcoming Virtual Input Support, will this be driven by an embedded runtime (Lua/JS/C# Roslyn) or through an external API (COM/.NET assembly, named pipes, WebSocket, etc.)? I’m particularly interested in C# interop for feeding real-time analog values and button events.
              The functionality is still in progress, so I can’t give you any details yet. All details will be provided with the release.

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              • #8
                Originally Posted by 1ncorrect View Post

                Could you provide a link to the post, please?
                I found your June post, but our response there was laconic, and we did not take the risk of promising anything.​
                I submitted the suggestion within the software. We used to communicate via email. My previous email address was xinjideiqikela@icloud.com, and I think you can find the records there.

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                • #9
                  Thank you. As we discussed earlier, increasing vibration response to specific in-game events is not very easy to implement, and we do not have an ETA for the implementation of this functionality yet. Therefore, you shouldn't expect this functionality in the next release.

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                  • #10
                    Virtual Input Support sounds great. I have one request for this feature. Some software allows to map to different buttons axes X+, X-, Y+, Y- etc. like values from 255-0 are different button than 0-255. Can it be implemented when we are mapping such virtual input? It will help with Razer Huntsman virtual mappings, pressure sensitive Xbox OG buttons and for sure other virtual software which is utilizing pressure sensitive buttons. Direct Input has only 8 axes supported for sticks, triggers and pressure sensitive buttons. It would be cool to assign X- to LS, X+ to RS and other remaining half axes to virtual DS3 pressure sensitive face buttons. For now it’s not possible to utilize everything due to axes limitation in other software. Here reWASD would be a solution. Some software will be more useful in this way. Thank You.

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                    • #11
                      I'm not sure that I understand how this request is related to the future implementation of virtual input.
                      I would appreciate it if you could rephrase this somehow more clearly.

                      The implementation of virtual input implies adding a new source of incoming events that can be remapped via reWASD. And at first, this will only be the input of the virtual keyboard sent to the system.
                      In the future, we will develop this direction.​

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                      • #12
                        Originally Posted by 1ncorrect View Post
                        Thank you. As we discussed earlier, increasing vibration response to specific in-game events is not very easy to implement, and we do not have an ETA for the implementation of this functionality yet. Therefore, you shouldn't expect this functionality in the next release.
                        I think it should be pretty much impossible to somehow catch haptics for specific game events generally, apart from modding the game and having it feeding ReWASD the data on haptic feedback. similar to how unofficial adaptive triggers support is implemented for some games via DualSenseX. perhaps more sensible thing to do is having a response graph for vibration, so that you could reduce certain levels of vibration or normalize it all, etc. maybe 2 graphs even, one for input/output ampitude and another for frequency response, so you could boost or dim relative ampliture for specific frequency range.

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                        • #13
                          Can you clarify what the upcoming virtual input scripting feature is intended for? Will it be an OEM-style interface (so third-party devices can plug into reWASD as supported hardware), or will it function more like a scripting/macro system (similar to Cronus or Titan Two), as an addition or replacement to the current macro editor?​

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                          • #14
                            Hi DougieDoug

                            Unfortunately, we currently cannot provide more information than what is available in the article. Thanks for understanding.

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