New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Dualshock 4 Vibration #168
Comments
|
Vibration works for both DirectInput and XInput controllers... Just not DS4. It doesn't seem to be an issue unique to our project either. You'll find tons of search results of people trying to get vibration from their DS4 while playing Rocket League PC or X game on Steam. If Sony provided better documentation on how their DS4 works as a DInput device on PC maybe we could have figured out this vibration discrepancy and fixed it. But we have no info to go off of. |
Or if Sony released their own drivers. They don't seem to care though. |
|
They don't. PC goes against their market (console). I'm surprised they even made the DS4 compatible out-of-the-box with PC at all. |
|
Adding a middleman here but have you considered using a an xinput wrapper like DS4Windows or x360ce? |
|
vrubayka mentioned they're already using DS4Windows but wanted to know if they could drop that part while retaining vibration, to make it truly plug-and-play. Unfortunately, as far as we know, you can't. |
|
I know is not recommended by the devs and i also understand why. But if you have a DS3 or a DS4 gamepad, you should use SCPToolkit even if there are no new version for it, it works great. The only downside is that you are going to need a BT dongle and that dongle will be exclusive for the gamepad. I used my DS3 gamepad with scp toolkit and i was able to beat the game a few times without any issue. |
|
Nice! I only recommend the DS4 as a plug-and-play device without rumble on the install guide for sake of simplicity for the user who is installing the project. For those who are aware/familiar of software such as DS4windows or SCPToolkit I figure they'll apply that software approach to this game as well. |
|
Just to add some commentary to this subject, I found years ago that DS4 force feedback works in DirectInput mode IF the controller is plugged into USB. If used wirelessly however force feedback no longer works. Same holds true for the lightbar. Some 8th gen console ports that have native DS4 support will have working lightbar features that mimic the PS4 experience when the controller is plugged in but the lightbar will remain static white when connected over Bluetooth. |
|
When Silent (CookiePLMonster) was first looking into restoring vibration I spent several hours trying to figure out why DS4 won't vibrate when used as a simple plug-and-play device. As you said, the controllers functions just like a DInput controller otherwise. This issue affects quite a lot of games, it seems, as you'll find Google results for lack of DS4 vibration in PC games such as Rocket League, FFXIV, Tomb Raider, and more. What I believe is the case, from the research I've done (and there's a surprising lack of info about this on the web), is that the controller is Because of this--with generic HIDs having no real standard for things like vibration--the controller doesn't read/respond correctly/at all to DirectInput signals for force feedback. If I can find some of the threads/sites on this again I'll edit this post and dump them below. Edit: Fixed a lot of typos. Trying to do too many things at once. |
|
I've been running Silent Hill 2 Enhanced through Steam with DS4 config support. After I loaded a community binding profile, I get vibration and full movement of the left stick. The right stick search-mode featured in the fourth update video doesn't seem to work for me; I'll try to use the xinput wrapper to see if that works. |
You'll likely need to set it to a value of |
|
Nevermind, I reset my config and got it to work. I'm using Silent Hill 2 community profile by "wdyt" and the XInput wrapper. The only problem (I think) is that using L3 opens the inventory instead of the "use health". The right-stick movement and rumble is fully supported! Might be worth testing this yourself and adding it to the guide. I believe Steam maps the PS4 as an XInput controller, plus added functionality like gyro and trackpad support. I wonder if you could use the gyro in search mode |
|
That's great you figured it out! And gyro support for search camera movement would be trippy, heh.
An overarching goal for the website is to keep the steps as simple as we possibly can (and we hope to make an installer for the overall project someday to fully achieve this goal). This is important because, for many people wanting to use the project, they're not all that computer savvy. However, if you'd consider writing an in-depth guide on how to set it up with Steam/DS4 config support here, I would be happy to link to your post for any future people who'd want to dive deeper into customization for things like Steam/better DS4 support. |
|
Just found out that Playstation Now is bundled with a DS3 driver. When that's installed, Steam can auto-configure it too. I loaded the same community profile and it works perfectly. I'll try and knock out a guide soon. |
Steps
Step 0DS4Just plug it in. DS3
Step 1See the guide I wrote: #222. Step 2
Step 3Follow the steps for installing XInput plus in the installation guide. Step 4
Step 5:Run Silent Hill 2 from Steam. If everything worked correctly, your controller should be automatically working. Note that this config makes the buttons act like a keyboard, but the sticks and rumble are fully supported. If buttons are not registering, reset all keybinds to default. AddendumI've tried mapping the DS4 gyro to search mode, but it needs a lot more testing. A simple setup needs the controller to be moved in awkward positions to work. In addition, the camera isn't usually centered when in search mode, meaning that the user has to physically correct for it. IMO the right stick is still superior, but if anyone else wants to give this a shot, please do. |
|
This is perfect. Thanks for taking the time to write this up, @The-King-of-Toasters. Now, if anyone asks about Steam or DS4 capabilities, I can happily direct them to your guide here. Thank you very much! |
|
No problem. Note that steam has first-class support switch pro controllers, and can work with many generic gamepads to have the same feature set as any xinput controller. |
|
@The-King-of-Toasters |
I could not find that wdyt config in the community tab, searched using different game names (Silent Hill, Silent Hill 2, Silent Hill 2 Director's Cut) and it didn't show up, could you specify what did you name the game in the steam library in order to search for that config? |
|
@palceueu Did you try |
Yes, in this instance the only config that shows up is |
|
I looks like I deleted SH2 from Steam so I'm in the same boat. I guess I'll just remake it. |
|
And here it is. If your game name is |
Thank you so much, it works perfectly! |
|
So uhh, it turns out that with XInput enabled the game runs fine if you set your DS4 as a normal gamepad in Steam Input. The only difference is that I can't move James' head with the right stick when he's moving, as the left stick will force his head in the direction he's walking. @Polymega is this how the game normally works with other XInput pads? |
|
Try adjusting this setting: http://enhanced.townofsilenthill.com/SH2/config.htm#RestoreSearchCamMovement Namely, if you changed it to |
|
Piping up again to say that I think I've perfected my bindings. Since I bound the left stick to the arrow-keys, I was always moving James' head in search mode. My bindings now are unchanged, except both sticks are passed through as sticks, like normal. Now I get full analog+head movement and vibration. The only "issue" is that James automatically runs when pushing the left joystick fully up/down, negating the need for the run key — but I think this is intended. BTW, this works with and without the XInputPlus Here's a screenshot of my bindings so far, I'll try and update the community one later on: |
|
Nice!
In the game's Options > Game Options menu I believe you can set his movement to "analog." With that, he will move faster depending on how far you move the joystick in any one direction. In the future, we still hope to make a native solution for DS4 and other controllers; one that won't need to rely on third party software. I don't know if that will ever happen, but there has been some interest in doing this from two people with backgrounds in raw/HID input support. |
|
Cool! I just uploaded my bindings to the community again, here's the "link:" steam://controllerconfig/silent%20hill%202%20director%27s%20cut/2457538421 |

As far as I understand DirectInput controllers are vibrating in this game, but why not DS4? What seems to be the issue? Using XinputPlus with DS4Windows enables vibration but a simple plug-&-play option would better.
The text was updated successfully, but these errors were encountered: