We have many Virtual Controllers to select in reWASD. To make the list complete I think we need Virtual DirectInput Controller for old games which do not support newer controllers. I saw that Virtual DS3 controller is helping a lot with compatibility to old video games and finally old games are seeing new controllers. I was able to run Grand Theft Auto 2 and finally, inputs were working. But mapping them or creating proper rewasd profiles in old games is painful.
I had to check in joy.cpl which button is labeled as Button 1, Button 2, Button 3 etc. and based on this create config. Button 1 was select button, Button 2 was left stick button. π€¦ββοΈ Having Virtual DI Controller would be much easier.
Such Virtual DirectInput Controller would fix this problem as buttons in reWASD can be labeled properly as Button 1, POV up etc. Like it is for DirectInput. Just one glance on reWASD application, compare with game config and we will be able to know which button activates which action. Additionally, it will be possible to use the advantages of DirectInput devices: assigning buttons up to 8 axes (a wonderful option for pressure-sensitive buttons which can be remapped to axes), possible to create virtual up to 128 buttons (maybe we do not need so many, but some combos can lead to activate eg. Button 32, something like an alternative for F24 keyboard button - physically we do not have this button, but in-game it can be activated by pressing eg. Button 1+Button 2 simultaneously), full-range POV (standard) and in extreme cases, we can use them to be able to connect more than 8 controllers to PC at the same time. Sounds good for me.
Logitech devices have a nice, modern layout for DI labeling which is worth using:
I think it's the last important Virtual controller from the past and after this, you can focus only on new significant devices or keyboards and mouses. π
I had to check in joy.cpl which button is labeled as Button 1, Button 2, Button 3 etc. and based on this create config. Button 1 was select button, Button 2 was left stick button. π€¦ββοΈ Having Virtual DI Controller would be much easier.
Such Virtual DirectInput Controller would fix this problem as buttons in reWASD can be labeled properly as Button 1, POV up etc. Like it is for DirectInput. Just one glance on reWASD application, compare with game config and we will be able to know which button activates which action. Additionally, it will be possible to use the advantages of DirectInput devices: assigning buttons up to 8 axes (a wonderful option for pressure-sensitive buttons which can be remapped to axes), possible to create virtual up to 128 buttons (maybe we do not need so many, but some combos can lead to activate eg. Button 32, something like an alternative for F24 keyboard button - physically we do not have this button, but in-game it can be activated by pressing eg. Button 1+Button 2 simultaneously), full-range POV (standard) and in extreme cases, we can use them to be able to connect more than 8 controllers to PC at the same time. Sounds good for me.
Logitech devices have a nice, modern layout for DI labeling which is worth using:
I think it's the last important Virtual controller from the past and after this, you can focus only on new significant devices or keyboards and mouses. π
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