Main > Software Forum

Wheel2XInput, designed for mapping wheel and wheel accessories to XInput

<< < (5/8) > >>

Yardley:
Hey, I'm starting to look into getting my G29 to work with Yuzu and I found your post. I have a friend who uses x360ce and he says it works great with Yuzu and his G29 and supports rumble. I was wondering if you ever tried x360ce and if there are any advantages to using your program instead of x360ce? Thanks!

nugarp:

--- Quote from: Yardley on July 01, 2023, 11:02:44 pm ---Hey, I'm starting to look into getting my G29 to work with Yuzu and I found your post. I have a friend who uses x360ce and he says it works great with Yuzu and his G29 and supports rumble. I was wondering if you ever tried x360ce and if there are any advantages to using your program instead of x360ce? Thanks!

--- End quote ---

Of course, x360ce is a classic and gem.

This software provides much more granularity and control. You can combine any number of input devices as well, but I think the latest x360ce lets you do that part too.

- Many-to-many inputs - so you can map one button or axis etc to multiple 360 buttons/axes/triggers. I use this in MK8 for example to have one button to push L+R+LStick to swap to LAN play. You can also map multiple inputs to the same button - so for example, paddle shifters and the stick shifter on my DFGT both map so the player can use either during play. Another thing is you can map the dpad and wheel axis to the same thing so menus can be easier to navigate.

- Granularity - you can specify a lot more advanced things such as if the value of an axis is between X and Y, do Z. But if it is greater than Y, do A. For example, I do if the brake pedal is less than mostly-all-pressed, treat it as a drift button, but if it is fully pressed, treat it as brake. From memory, for axes, x360ce does provide linearity/deadzone/anti-deadzone I believe (I leveraged their code for this), but I'm also not sure if x360ce provides a scaling setting..it's been a while since I looked. Also, you can apply "weights" to inputs. For example, in racing games that require stunts with the dpad, I have the dpad's weight to be 100x stronger than the wheel's contribute to the left thumb, so that the stunts can still be performed even while the wheel is turning. I leverage this for (IIRC) Sonic all-stars racing transformed and Riptide GP2. Otherwise you will run into issues trying to stunt left while your wheel is turned right.

- No need to fiddle with rumble settings, but the options are there if you need to. It should "just work."

- No DLLs in the game directory to fiddle around with, although I think x360ce v4 doesn't need that anymore either.

- I am also a fan of text-based editing as it is much faster for me, instead of going through a clunky interface to set assignments.

Yardley:

--- Quote from: nugarp on July 12, 2023, 08:34:41 am ---
Of course, x360ce is a classic and gem.

This software provides much more granularity and control. You can combine any number of input devices as well, but I think the latest x360ce lets you do that part too.

- Many-to-many inputs - so you can map one button or axis etc to multiple 360 buttons/axes/triggers. I use this in MK8 for example to have one button to push L+R+LStick to swap to LAN play. You can also map multiple inputs to the same button - so for example, paddle shifters and the stick shifter on my DFGT both map so the player can use either during play. Another thing is you can map the dpad and wheel axis to the same thing so menus can be easier to navigate.

- Granularity - you can specify a lot more advanced things such as if the value of an axis is between X and Y, do Z. But if it is greater than Y, do A. For example, I do if the brake pedal is less than mostly-all-pressed, treat it as a drift button, but if it is fully pressed, treat it as brake. From memory, for axes, x360ce does provide linearity/deadzone/anti-deadzone I believe (I leveraged their code for this), but I'm also not sure if x360ce provides a scaling setting..it's been a while since I looked. Also, you can apply "weights" to inputs. For example, in racing games that require stunts with the dpad, I have the dpad's weight to be 100x stronger than the wheel's contribute to the left thumb, so that the stunts can still be performed even while the wheel is turning. I leverage this for (IIRC) Sonic all-stars racing transformed and Riptide GP2. Otherwise you will run into issues trying to stunt left while your wheel is turned right.

- No need to fiddle with rumble settings, but the options are there if you need to. It should "just work."

- No DLLs in the game directory to fiddle around with, although I think x360ce v4 doesn't need that anymore either.

- I am also a fan of text-based editing as it is much faster for me, instead of going through a clunky interface to set assignments.

--- End quote ---

Thanks so much for the in-depth explanation. Would you mind sharing your G29 configs?

nugarp:
From my discord --
there are my g29 settings and my dfgt settings. if an axis doesnt feel good in the g29 settings you can just copy over the dfgt axis linearity/scaling/etc.
my wheels are set to 270deg

lirogames:
hello, this change was simply amazing, could you make the source available to us or on github? i would like to learn about ffb.. thanks

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version