![]() ![]() ![]() Other than that, previously, I had experimented with the current ViGEmBus code to try to find out why output performance took a dive with 1.18. Didn't need to do anything extra for ViGEmClient after the rebase. Ended up finding a way to get Fody to behave better with a tweak to the ViGEm.NET csproj file stripping the IncludeAssets tag was a massive improvement and it is not needed for building or loading the built assembly. Rebased the custom changes on top of the current upstream ViGEmClient and ViGEm.NET code. Getting around to working on those prerequisites. Would still keep it in as ViGEmBus 1.17.333.0 would still need it and it should not affect the behavior in the current release. On the plus side, it looks like the way notification data is sent to clients has changed so maybe the old notification queue in the ViGEmClient isn't really necessary for the most recent version of ViGEmBus (1.18.367.0). I reported on the initial problem on the ViGEmBus repo back around February 2021 IIRC the issue is still open on the ViGEmBus GitHub issue tracker. That byte is necessary to determine if a payload should be considered a lightbar change, rumble motor change, or possibly both. It still looks like there is no way to retrieve the full output report payload so the features bytes from the report can be checked. Been a while so I should double check and make sure that is the case.Īlso, I just checked over the current ViGEmBus code and the root problem with DS4 vibration has not been addressed. Have fun and happy gaming! Have you gotten it to work with ps2 emulators because whenever i press start the computer reads it as escape and closes the game, i tried changing base configurations of the steam controller but it didnt work.I believe I re-enabled the vibration routine for the virtual DS4 shortly before the rage quit with version 3.0.18. Have fun and happy gaming! Can I take you up on that offer for help? Even with the xinput plugin I am having now luck. I like making the grip buttons be the same as R1 and L1 but making them Triangle and circle is also good since those are the closest to the right pad for ease of use. ![]() ![]() I would recommend setting it to the basic gamepad template and you can just tweak a little from there as you desire. The only other thing you need to do is make sure you are using a gamepad based config for the SC. Set it to that plugin with the wizard when you first start the emulator or do it manually in the settings. Though what is the easiest is to use the Pokopom Xinput plugin because it needs literally zero configuration at all, it just plain works. PCSX2 works right out of the box with the SC. There are, of course, a few emulators that are either tricky or impossible to get it to work properly with but those are few and far between.Įscrito originalmente por You do not need to change literally anything at all. I use my SC for all emulation from Wii to Commodore64, from Sinclair ZX Spectrum to Light Gun arcade games so if anyone can help get it working in any specific emulator, it would be me. If you end up having any other problems, just let me know. Oh, and you DO still have to launch it from within steam like Vepar implies but that, I am sure you already know. You do not need to change literally anything at all. ![]()
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