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Re: Full X360 Controller Support
Posted: 20 Aug 2011, 20:01
by TechnoJellyfish
kirion wrote:ill test it with a 360 pad later.
That one won't rumble either, unless you're using the XBCD drivers (because of the shoddy DirectInput support of the M$ drivers) ...
Re: Full X360 Controller Support
Posted: 20 Aug 2011, 20:12
by kirion
TechnoJellyfish wrote:kirion wrote:ill test it with a 360 pad later.
That one won't rumble either, unless you're using the XBCD drivers (because of the shoddy DirectInput support of the M$ drivers) ...
just tried my 360 pad and it dont rumble.
u got a link for the xbcd drivers?
but why its dont work with the normal ms driver? i dont think the whole community wants to search for "other" drivers.
Re: Full X360 Controller Support
Posted: 20 Aug 2011, 20:29
by TechnoJellyfish
kirion wrote:u got a link for the xbcd drivers?
Get it from
here. But remember: This is a third-party driver, so
use at your own risk!
kirion wrote:but why its dont work with the normal ms driver?
Quoted directly from
MSDN:
The Xbox 360 Controller is properly enumerated on DirectInput, and can be used with the DirectInput APIs. However, some functionality provided by XInput will be missing from the DirectInput implementation:
The left and right trigger buttons will act as a single button, not independently
The vibration effects will not be available
Querying for headset devices will not be available
kirion wrote:i dont think the whole community wants to search for "other" drivers.
Well, that's why we would like to have proper XInput support ...

Re: Full X360 Controller Support
Posted: 22 Aug 2011, 19:13
by Diversi
Different problem here. I made a new thread in the bugs section. I looked there for a thread concerning this, however, did not find anything (sorry kalimerre)
Braking without the analog brake is broken, it brakes but cancels acceleration so I have to re-trigger the accelerate button to move forward properly. Tried braking with the left button and the A button; they both have the same effect: stopping acceleration. Ergo, drifting is broken when using a 360 controller because the analog brake does not have the same effect as the normal brake.
Any input?
Re: Full X360 Controller Support
Posted: 22 Aug 2011, 21:38
by TechnoJellyfish
As posted before:
The Xbox 360 Controller is properly enumerated on DirectInput, and can be used with the DirectInput APIs. However, some functionality provided by XInput will be missing from the DirectInput implementation:
The left and right trigger buttons will act as a single button, not independently
In other words: Whenever using a 360 pad with any DirectInput game, the triggers are treated as one single axis, therefore canceling out each other when pressed both. Use the XBCD drivers to circumvent this behavior or read the rest of this thread for more information.
Re: Full X360 Controller Support
Posted: 23 Aug 2011, 07:46
by aXu
If I were a developer (hey, wait, I am a developer!), I would boycot XInput. It's M$'s fault not to make their controllers working properly on their own library and then release another library for that sole purpose only.
Re: Full X360 Controller Support
Posted: 23 Aug 2011, 09:30
by isamu
silly question but when using XBCD drivers, does Canyon *then* deliver rumble to the 360 controller?
Re: Full X360 Controller Support
Posted: 23 Aug 2011, 10:05
by TechnoJellyfish
aXu wrote:If I were a developer (hey, wait, I am a developer!), I would boycot XInput. It's M$'s fault not to make their controllers working properly on their own library and then release another library for that sole purpose only.
Sure, we all agree that it is Microsoft's fault in the first place. But think about it, who do hurt by boycotting it? M$? Or your own customers?
isamu wrote:silly question but when using XBCD drivers, does Canyon *then* deliver rumble to the 360 controller?
Yes, it does.
Re: Full X360 Controller Support
Posted: 23 Aug 2011, 10:12
by isamu
TechnoJellyfish wrote:
Yes, it does.
Excellent, thank you

Re: Full X360 Controller Support
Posted: 23 Aug 2011, 13:00
by aXu
TechnoJellyfish wrote:Sure, we all agree that it is Microsoft's fault in the first place. But think about it, who do hurt by boycotting it? M$? Or your own customers?.
I was kinda expecting this question. Ofc it first would hurt customers. But customers need to know this thing, and turn their hate towards M$. If more games without XInput support comes, customers know it isn't really game developers who neglect their duties, its microsoft. I don't even understand it marketing-wise, what's the point to have their own controllers use some other library than their own. It just doesn't make any sense, just more work for developers.
And yes, I do hate microsoft.