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DirectInput
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==Xbox 360 Controller support== An ''[[Xbox 360 Controller]]'', with the default Microsoft driver, has the following limitations with DirectInput, compared to XInput:<ref>{{cite web |url=http://msdn.microsoft.com/en-us/library/windows/desktop/ee417014(v=vs.85).aspx |title = Comparison of XInput and DirectInput features - Win32 apps {{!}} Microsoft Docs| date=25 October 2023 }}</ref> * the left and right triggers will act as a single axis representing the signed difference between the triggers, not as independent analog axis * vibration effects will not operate * querying for headset devices will not operate, XInput 1.4 as part of Windows 8 introduced Xbox headset support.<ref>{{cite web|title=XInputGetAudioDeviceIds function|url=https://msdn.microsoft.com/en-us/library/windows/apps/microsoft.directx_sdk.reference.xinputgetaudiodeviceids.aspx|publisher=MSDN|access-date=10 December 2013}}</ref> According to [[Msdn|MSDN]], "the combination of the left and right triggers in DirectInput is by design. Games have always assumed that DirectInput device axes are centered when there is no user interaction with the device. However, the Xbox 360 controller was designed to register minimum value, not center, when the triggers are not being held." MSDN proffered the "solution" of combining the triggers, setting one trigger to a positive direction and the other to a negative direction, so no user interaction is indicative to DirectInput of the "control" being at center.<ref>{{cite web|url=https://msdn.microsoft.com/en-us/library/ee417014%28VS.85%29.aspx |title=XInput and DirectInput |publisher=Microsoft |date=2012-09-17 |access-date=2012-12-27}}</ref> The above, however, ignores the fact that many DirectInput controllers, such as [[gamepad]]s with dual analog sticks and [[Game controller#Steering wheel|racing-wheel]] controller sets, already map triggers and [[Game controller#Pedals|pedals]] independently. In addition, many DirectInput devices also have vibration effects. At least one 3rd-party driver, XBCD, gives the Xbox 360 controllers the vibration support, dead zones and (optionally) independent analog/digital triggers through DirectInput its XInput driver possesses.<ref>{{cite web|url=http://www.matt-land.com/xbcd/ |title=DirectInput ConfigureDevices in Windows Vista |access-date=2020-07-17 |url-status=dead |archive-url=https://web.archive.org/web/20110425142352/http://www.matt-land.com/xbcd/ |archive-date=April 25, 2011 }}</ref> This suggests that Microsoft's Xbox 360 controller driver was given ''intentionally'' weaker DirectInput support, rather than due to any differences between DirectInput and XInput APIs. On the other hand, Xbox 360 controllers using XInput support only very basic control of vibration motors<ref>{{cite web|url=http://www.free60.org/wiki/Gamepad#Rumbler_Control|archive-url=https://web.archive.org/web/20090313051343/http://free60.org/wiki/GamePad#Rumbler_Control|archive-date=2009-03-13 |title=Gamepad - Rumbler Control |publisher=Free60 Project |access-date=2009-01-25}}</ref><ref>{{cite web|url=https://msdn.microsoft.com/en-us/library/bb174835(VS.85).aspx |title=XINPUT_VIBRATION |publisher=Msdn.microsoft.com |access-date=2009-01-25}}</ref> in contrast with greater palette of effects supported via DirectInput.<ref>{{cite web|url=https://msdn.microsoft.com/en-us/library/bb219645(VS.85).aspx |title=DIEFFECT |work=MSDN |publisher=Microsoft |access-date=2009-01-25}}</ref>
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