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Author Topic: In what ways will I be hurt if I use a Gamepad encoder rather than keyboard?  (Read 4787 times)

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AceTKK

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I've been tossing around the idea of using two Gamepad encoders (such as the recent GP-Wiz from RandyT) to run my cab instead of the standard keyboard encoder.  Can anybody give me a reason that this is a bad idea?  On one hand, it neatly solves the problem of running modern PC sports games that don't allow 2 player control from the keyboard (reference this thread: http://forum.arcadecontrols.com/index.php?board=1%3baction=display%3bthreadid=10652 ).  I know that MAME supports gamepads, do other popular emulators (Zinc, console emulators) also?  Is there a downside to this solution? 

Thanks,

-Ace-
I want my own arcade controls!

Grasshopper

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I don't think there is a significant difference between using a USB gamepad encoder and a USB keyboard encoder, although I'm sure RandyT or someone will come up with all sorts of obscure points about timing/protocols etc :)

But the advantages of a ps/2 keyboard encoder are peace of mind and compatibility.

The ps/2 interface is tried and tested technology whereas USB can still occasionally be flaky. Also a ps/2 interface is fitted to the vast majority of PCs (even 20 year old ones) and the interface is compatible with all PC operating systems without the need for special drivers.
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RandyT

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I don't think there is a significant difference between using a USB gamepad encoder and a USB keyboard encoder, although I'm sure RandyT or someone will come up with all sorts of obscure points about timing/protocols etc :)

Did I hear my name mentioned? :)

USB Keyboard technology - Max number of keys that can be sent per transaction = 6 , with a limit on the total number of simultaneous keypresses that varies with the keys selected for use.  Has overhead for things related to keyboards and not related to gaming.

USB Gaming encoder  technology - Max number of buttons that can be sent per transaction = 64  - All can be pressed at the same time and no additional overhead.

Do you not consider these to be "significant" differences?

If one needs to use USB, the Gaming encoder will always be the better choice.  And, there are a couple of really good free applications for allowing gaming encoders to put out keycodes where necessary.

But if USB isn't the primary objective, PS/2 keyboard technology does an admirable job as a gaming controller, with no limitations on simultaneous keypresses (on a well designed encoder, that is)  and slightly quicker response times than USB.  Top throughput speeds are slower with PS/2, but this isn't really a throughput oriented application after a practical point has been reached (i.e. when you can press 32 buttons at the same time and the data is transmitted in 1/8th of a second, you are in good shape, considering that this is a nearly impossible scenario, even on a 4-player panel.)

RandyT

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if you are woried about emulators...there are emulators for just about every system that use gamepad inputs.

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Randy's answer is correct when talking about USB keyboards but incorrect in context because the poster mentioned encoders not keyboards. The limit of 6 pressed keys and 6 keys per transaction is not fixed and does not apply to encoders because the device can set it's own limits in USB.
Keyboard and Gamepad encoders have similar speeds in Windows XP. In earlier OS'es , gamepads were slowed by the OS reading the "heritage" game port as well. USB support in general in Windows 98 is not nearly as fast as in XP.
Gamepads do have limits with software support which in some cases need the use of software which converts gamepad buttons into keypresses. In these cases a real keyboard emulator makes more sense. But MAME is just fine with gamepads under XP.
Check out the A-PAC www.ultimarc.com/a-pac.html as this appears to Windows as two gamepads so setting up the app is easy, in fact in MAME all you need to do apart from enabling joystick support is assign coin and start buttons. All the playing buttons are left at the defaults.
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Chris

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Some front ends and cabinet-related software like jukeboxes may not be happy with gamepad input, or may have limited gamepad options.  DOSCab/WinCab Jukebox, for example, will accept input from the first 4 gamepads on the system, but will only read the two main axes and the first 14 buttons on each controller.  I know MAMEWah supports gamepad input, but it may have similar restrictions on which parts of the pads are actually usable. There are emulators which will turn gamepad input into keypresses, but emulators may not work with all software.

--Chris
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RandyT

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Randy's answer is correct when talking about USB keyboards but incorrect in context because the poster mentioned encoders not keyboards. The limit of 6 pressed keys and 6 keys per transaction is not fixed and does not apply to encoders because the device can set it's own limits in USB.

This is patently false.  The USB specification cannot be circumvented, nor can the limitations of the device.  The Cypress CY7C63413 microcontroller is a Low-Speed USB controller and as such must conform to low-speed USB specifications.  As you have stated yourself, the I-PAC uses this processor, and is therefore a Low-Speed USB device.

Low-Speed USB devices must use "Interrupt" transfer types, and therefore can send a maximum of 8-bytes (keypresses) every 10 milliseconds.  USB Gamepads are also Low-Speed USB devices, however they can send the status of 64 switch closures in the space of those same 8-bytes.

While you may be able to use the second endpoint on that processor to send 8 additional keypresses in the following transfer, the first can send only 6, as 2 bytes of that transfer are reserved, per the HID specification, and cannot be used.

Also, I did not state that the limit on simultaneous pressed keys was 6, only that there was a limit and that it varied with the keys selected for use.  Andy, why don't you come right out and say what the capabilities of the USB side of the I-PAC are, instead of just saying "it's not a keyboard."

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Keyboard and Gamepad encoders have similar speeds in Windows XP. In earlier OS'es , gamepads were slowed by the OS reading the "heritage" game port as well.

Poppycock.  We aren't talking about OS influence here, we are talking about USB Specification and report structures.  Being able to monitor 64 controls in the same time frame as 6 (or even 8 ) is a huge difference in "speed" as it would take 8x the time to monitor the status of those same inputs using Keyboard technology.

And, why in heck would the OS be concerned with reading the "heritage" game port" if no gameport devices were seen to be installed on the system?  The OS services only those devices that are seen in the "Gaming Options" area of the OS and could care less about the gameport unless you actually had something installed on it.

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USB support in general in Windows 98 is not nearly as fast as in XP.

This is probably true, but we aren't talking about "general".  It's plenty fast for gaming controls.

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Gamepads do have limits with software support which in some cases need the use of software which converts gamepad buttons into keypresses. In these cases a real keyboard emulator makes more sense. But MAME is just fine with gamepads under XP.

It's also more than fine under 98 and other OS'es


RandyT

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Sigh, here we go. I feel a nit-picking thread brewing.....

My understanding is that the Ipac has a limit of 15 simultaneous keypresses in USB mode. I would concede that this might be a problem with a four player panel but for a two player panel it's not really an issue.

And none of the timing issues really matter either. Any modern electronic communications protocol is always going to be far faster than any human finger. I've used my Ipac in both USB and ps/2 mode and through a Dreamcast converter, and I honestly can't tell the difference.



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RandyT

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Sigh, here we go. I feel a nit-picking thread brewing.....

No offense intended, but I have to believe that if you understood some of the differences, you probably wouldn't consider them "nit-picking."  However, I'm sure other readers can or are willing to try to understand these facts, and might be interested in hearing them.

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My understanding is that the Ipac has a limit of 15 simultaneous keypresses in USB mode. I would concede that this might be a problem with a four player panel but for a two player panel it's not really an issue.

Well, if you have one, you shouldn't have to "understand" what the limitations are from what you hear.  Fire yours up and conduct some tests and you will "know" (even as out of vogue this may be to some.)

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And none of the timing issues really matter either. Any modern electronic communications protocol is always going to be far faster than any human finger. I've used my Ipac in both USB and ps/2 mode and through a Dreamcast converter, and I honestly can't tell the difference.

Well, that's an opinion.  One can say that the human eye/brain can't discern greater than 24 frames of video per second, yet there has always been a push to higher frame rates to get rid of "choppy" animation.  There are also those that are greatly impacted by 60hz flicker in lighting, while others can't see a twitch.

I can honestly tell you that when I went from a Keyboard hack to a KeyWiz, the difference was palpable.  Same  "modern electronic communications protocol", completely different implementations.  This can also be sensed when using cheapo USB gamepads, compared to a dedicated USB gamepad encoder.  Same protocol, but the end results are not even close.


RandyT

Chris

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I can honestly tell you that when I went from a Keyboard hack to a KeyWiz, the difference was palpable.
--Chris
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AndyWarne

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And none of the timing issues really matter either. Any modern electronic communications protocol is always going to be far faster than any human finger. I've used my Ipac in both USB and ps/2 mode and through a Dreamcast converter, and I honestly can't tell the difference.


Absolutely correct. If we are talking about the actual transmission on the USB bus, we are talking of 1.5 Mbps. I am not even going to think about that aspect of the transaction as that is 0.0000053 seconds per byte. Not even worth bothering mentioning. The term "Low Speed" is relative!

Randy:

I would like to see proof that PS/2 has a quicker response than USB! I do not believe this for an instant. It's not an easy thing to test though I admit. The nearest I can come to this is to write some code which repeatedly sends keypresses, thus "typing" into Notepad. PS/2 manages approx 20 characters per second. USB does about 1500. This is more of a throughput test rather than response, but it does prove that Windows can accept and process keycodes being sent by a device at pretty much the full speed possible on the USB wire.
Keyboards and Gamepads are fully integrated into DirectInput so as far as XP is concerned the response should be similar.
Some apps do definitely try to read the heritage gameport when any gamepad is connected even if no gameport device is connected. I am in no doubt about this at all. Furthermore Windows 98 feeds USB gamepads right through the heritage gameport driver, using JOYHID.VXD which sits on top of the heritage layers. It is also true that for USB keyboards, it does something similar using KBDHID.VXD, but it's sitting on top of a generally faster heritage driver.
XP does the job properly, with direct drivers so no issue here.

A USB keyboard device does not have to stick to the limit of 6 keycodes per transmission. If you read the Microsoft (and Apple) specifications you will see the word "typically" used. A keyboard "typically" sends 6 keycodes, plus a modifier byte, but in fact a proper USB driver must be able to handle whatever the device tells the host is the format. Take a look at the Mini-PAC for an example of this in practice.
USB contains definitions for keypads which are totally flexible in this way. Also a low-speed device is not limited to 8 bytes per transmission, you can send as many bytes as you want by using multiple packets. Again, the speed on the wire is not worth thinking about.

This discussion (argument!) about the speed of USB keyboard encoders has been going on here for ages and must be getting boring for most people. I apologise for this but I do feel that I have to defend what I believe to be correct

That's my last post on this thread. I don't want it to drag on.


RandyT

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Absolutely correct. If we are talking about the actual transmission on the USB bus, we are talking of 1.5 Mbps. I am not even going to think about that aspect of the transaction as that is 0.0000053 seconds per byte. Not even worth bothering mentioning. The term "Low Speed" is relative!

Don't get hung up on terminology and theoretical maximums for USB transfer methods that don't apply.  The spec states that a "Low-Speed Device"  MUST use interrupt transfers, and these have a maximum capability of 8 bytes per 10ms.   This equates to a maximum of 800 bytes per second, with a maximum latency of 10ms.  There is also a limitation on the number of keys pressed simultaneously based on the endpoints available and whether or not "modifier" keys are used,

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I would like to see proof that PS/2 has a quicker response than USB! I do not believe this for an instant. It's not an easy thing to test though I admit. The nearest I can come to this is to write some code which repeatedly sends keypresses, thus "typing" into Notepad. PS/2 manages approx 20 characters per second. USB does about 1500. This is more of a throughput test rather than response, but it does prove that Windows can accept and process keycodes being sent by a device at pretty much the full speed possible on the USB wire.

It's not necessary.  The spec dictates what it does, and we aren't talking about throughput or "notepad" so your "test" is meaningless in this context.  Try a DirectInput app for testing.

PS/2 has no packetizing or pollingperiod, so a key travels out the port as soon as the microcontroller is ready to send it, which can be as little as 1ms or less.  But if your microcontroller is screwing around doing other things, like entering alternate states for a mouse interface, keyboard passthroughs, etc. this will take longer.  Depends on the implementation.

On the throughput side, PS/2 can run as fast as 15khz, or 15000 bits per second divided by 10 bits per character, comes out to about 1500 bytes per second.  However PS/2 requires more than one byte per transition (which is why there is no simultaneous keypress limit), so the average maximum numbers of "up-down" key transitions comes out to about 500 per second for each type of interface, depending on which keys are used with which protocol.

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Keyboards and Gamepads are fully integrated into DirectInput so as far as XP is concerned the response should be similar.

Agreed, except that the gamepad can transfer the state of 64 controls in the same timeframe as the keyboards...? (what is that number anyway? :) )

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Some apps do definitely try to read the heritage gameport when any gamepad is connected even if no gameport device is connected. I am in no doubt about this at all.

Which apps?  DOS Apps?  You can't use a USB gamepad in DOS anyway.  Without naming an application that does this, the assertion is utterly ridiculous.  Applications under Windows don't poll the joystick, rather the OS.  If Windows doesn't do it, then the apps don't.

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Furthermore Windows 98 feeds USB gamepads right through the heritage gameport driver, using JOYHID.VXD which sits on top of the heritage layers. It is also true that for USB keyboards, it does something similar using KBDHID.VXD, but it's sitting on top of a generally faster heritage driver.
XP does the job properly, with direct drivers so no issue here.

Do you actually program computers or just microcontrollers?  I am guessing the latter.

From Microsoft:
"In Windows 98, the HID-to-legacy mapper (Joyhid.vxd, which is a Vjoyd.vxd minidriver) maps HID usages to the "classical" joystick axes X, Y, Z, R, U, and V. Each application is free to apply arbitrary semantics to each of these axes, although the X and Y axes are customarily used for two-dimensional motion control and the R control is customarily used as a rudder. The Z control is often used as a throttle."


Hardware under Windows OS'es is virtualized so there needs to be a connection between a piece of hardware and it's virtual counterpart.  The JOYHID.VXD just maps the HID controls to the proper legacy virtual game controller.  It does NOT place the same crippling gameport polling code into the mix.   ::)

Either you are woefully uninformed about these things, or intentionally trying to mislead.  Which shall it be?

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A USB keyboard device does not have to stick to the limit of 6 keycodes per transmission. If you read the Microsoft (and Apple) specifications you will see the word "typically" used. A keyboard "typically" sends 6 keycodes, plus a modifier byte, but in fact a proper USB driver must be able to handle whatever the device tells the host is the format. Take a look at the Mini-PAC for an example of this in practice.

Ok, what aspect of the Mini-Pac should I be looking at?  You didn't say.  You never say.

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USB contains definitions for keypads which are totally flexible in this way. Also a low-speed device is not limited to 8 bytes per transmission, you can send as many bytes as you want by using multiple packets. Again, the speed on the wire is not worth thinking about.

I'm going to attempt to explain this to you.

Low-Speed USB devices (Keyboards, gamepads, GP-Wiz's, IPAC's, etc...) must, I repeat must use the interrupt transfer method.  For those that don't understand what this is, it is a method of transfer used by the USB to guarantee a fixed latency to a device.  The shortest polling interval that can be set is 10 milliseconds.

Now ask yourself. how can a method of transfer that guarantees latency have an open ended amount of data that it can send?  The answer is:  It cannot.  Therefore, a limit has to be placed on the amount of data that can be transferred at any 10ms interval, and that limit is 8-bytes.

Therefore, the logic goes like this:

if device ="Low-Speed USB Device" then transfer method = "Interrupt" and max transfer = 8 bytes per 10ms interval.

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This discussion (argument!) about the speed of USB keyboard encoders has been going on here for ages and must be getting boring for most people. I apologise for this but I do feel that I have to defend what I believe to be correct

That's my last post on this thread. I don't want it to drag on.

And just so nobody gets confused, this thread was NOT a debate about the superiority of PS/2 or USB, it was about USB Keyboards vs USB Gamepads in gaming applications, which you conveniently ignored.  I looks as if you fabricated something to take the attention away from the facts, rather than to directly address what was being discussed.

RandyT
« Last Edit: April 13, 2005, 11:59:18 am by RandyT »

Tiger-Heli

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And just so nobody gets confused, this thread was NOT a debate about the superiority of PS/2 or USB, it was about USB Keyboards vs USB Gamepads in gaming applications, which you conveniently ignored.
Actually, it was about USB gamepad encoders vs. Keyboard encoders, but . . .
It's not what you take when you leave this world behind you, it's what you leave behind you when you go. - R. Travis.
When all is said and done, generally much more is SAID than DONE.

RandyT

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And just so nobody gets confused, this thread was NOT a debate about the superiority of PS/2 or USB, it was about USB Keyboards vs USB Gamepads in gaming applications, which you conveniently ignored.
Actually, it was about USB gamepad encoders vs. Keyboard encoders, but . . .

Well, right up until the second post, but yes, I'll give you that one ;)

RandyT

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I've been tossing around the idea of using two Gamepad encoders (such as the recent GP-Wiz from RandyT) to run my cab instead of the standard keyboard encoder.

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correct me if im wrong here, but i think the Ipac has huge 3 inch spikes that come out and stab you in the hand if you hook it up and say Donkey Kong backwards, but thats the only "hurtful" thing ive heard of that happens.  does that help in your decision?
Do you mean "Kong Donkey" or "Gnok Yeknod" - OOOWWWWWWWWW, yipes, that was the one, it even does it if you just type it - off to see the doctor.
It's not what you take when you leave this world behind you, it's what you leave behind you when you go. - R. Travis.
When all is said and done, generally much more is SAID than DONE.

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I love this board.

When you get these guys in the same thread, you know you're in for a technical slugfest.  ;D

Lilwolf

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Yeah... its really getting old.

Gamepads have HUGE problems.  Mainly because they don't work with my frontend (yet).   But thats because I hacked ALL my USB gamepads of any nature into my cabinet before writing the driver... And my development machine doesn't have a game port... doh... So keyboard needed for me to run my starwars yoke, flight stick, 49way (but 1up has it anyway), ect.... stupid... stupid..

You also have issues with dos with ANY usb device and I would stay away from them personally unless you have a 1-2ghz machine... Ok, not a big problem... so again.. who cares...

bonuses - many PC games doesn't allow you to have two players on keybaords..  Blitz, Virtual Tennis... sure a few others.

So it comes down to this... for 99% percent of the people out there... it just doesn't matter.


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Gamepads have HUGE problems.  Mainly because they don't work with my frontend (yet).
And you consider this a HUGE problem for the majority of users?
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You also have issues with dos with ANY usb device
Okay, that's basically a given (except HD's and such, maybe even then).
It's not what you take when you leave this world behind you, it's what you leave behind you when you go. - R. Travis.
When all is said and done, generally much more is SAID than DONE.

Lilwolf

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Sarcasm... But its a problem with some others also... 

Gamepads have HUGE problems.

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Do the gamepad encoders.  I use them in all my builds including my personal machines.  AWESOME, completely awesome!

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One can say that the human eye/brain can't discern greater than 24 frames of video per second, yet there has always been a push to higher frame rates to get rid of "choppy" animation.

ultimate nickpicks: animation is not choppy because of the video framerate; it's choppy because animators do not animate 24 or 30 frames for every second. Many animators do less than half that.

TV is 30 frames a sec, film is 24.

Does live-action TV look choppy to you?

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One can say that the human eye/brain can't discern greater than 24 frames of video per second, yet there has always been a push to higher frame rates to get rid of "choppy" animation.

ultimate nickpicks: animation is not choppy because of the video framerate; it's choppy because animators do not animate 24 or 30 frames for every second. Many animators do less than half that.

3D animation is generated by the computer, not hand-drawn, so there can easily be different information on every screen refresh, even at high frame rates.   "Chop" is visible, even at 30 fps or more.  Theoretically, you shouldn't ever see a twitch in the action unless the framerate drops below 24fps but,  it doesn't, yet you do.

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TV is 30 frames a sec, film is 24.

Does live-action TV look choppy to you?

Compared to computers, the video signal of a standard NTSC TV is mush  There is so much blurring, bleeding, interlace and noise, it just kind of blends together from one frame to the next, so it's a lot better at covering it up.  And BTW, I can sometimes sense the flicker of a film projector, and it's pretty annoying.  I don't think I've ever seen a film that was in razor-sharp focus either, so that probably helps.  :)

RandyT