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cgutman avatar cgutman commented on July 17, 2024

Dualsense features: Lightbar (similar to Dualshock 4 but with aditional leds on the bottom for player number), Touchpad (equal to Dualshock 4), Adaptive Triggers (HID device that controls the trigger motors), Haptic Feedback (sound device that is always named "Wireless Device" and has a 4.0 output, with the front 2 channels being for the 3.5mm jack and the rear ones for the Haptic Feedback itself).

Everything here is already supported except sound and adaptive triggers (which SDL doesn't support, so that blocks us)

Xbox One features: Impulse Triggers (vibration motors for the triggers, but unlike the Dualsense's Adaptive Triggers they don't modify the force needed to push the trigger itself).

Trigger rumble is also already supported.

Switch Pro Controller / Joycon: HD Rumble (similar to Dualsense's Haptic Feedback, though I haven't tested how they work on PC), player number lights

HD rumble should work, I think. Player number lights aren't (for Xbox 360 either). Plumbing player numbers through the protocol would be easy, but I'm still not totally sold on the idea because of weirdness that would happen when mixing controller types (especially those with and without player number indicators) and when exceeding the predefined player number limits between potentially multiple concurrent Moonlight streams.

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MwenDavo avatar MwenDavo commented on July 17, 2024

Everything here is already supported except sound and adaptive triggers (which SDL doesn't support, so that blocks us)

Is the use of SDL for this features necessary? They could be implemented on a per-OS basis since how each OS handles it varies differently. If not, then it will have to wait until support for this is implemented on SDL.

HD rumble should work, I think. Player number lights aren't (for Xbox 360 either). Plumbing player numbers through the protocol would be easy, but I'm still not totally sold on the idea because of weirdness that would happen when mixing controller types (especially those with and without player number indicators) and when exceeding the predefined player number limits between potentially multiple concurrent Moonlight streams.

I hadn't thought of this use case, and I totally agree with you on the weirdness that these situations could bring, so it would make sense to not implement it at all.

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