There are now still 2 entries for the same Model and Vendor id in the Wine reg. One for xinput. And this is e.g. prioritized by some games like Elite so they will only start to listen on xinput here, where nothing ever arrives. In that case references to xinput have to be removed again from the registry. Only to be auto repopulated by the next Proton upgrade in some cases or when the device enumeration changes for some reason. Pain.
I do this but that’s not all. There are some options that remap especially additional joysticks to SDL XInput Mapping devices automatically. Probably(!) back from the days where games could not deal with more than one joystick anyway. Layers in layers and sometimes it’s detective work to figure out why and where the device stopped working. Again. And this is before the terribly broken input system of some games is even reached.
Ty! It’s a living hell 🤓 Inputs are rather easy since the usual approaches work okay-ish. That’d be AntiMicroX and MoltenGamepad in my case. Mebbe InputMapper too. The constant fight against Steam’s “everything be gamepad” XInput is a pain in the neck though.
Disclosure: That’s my baby. We’re not very active any more and while we were self hosted for a decade the development shifted to GitHub recently: github.com/maxr-dot-org/maxr/releases (I know but I don’t have the spoons for this any more so the active devs got to decide)
It’s compatible with Elite Dangerous, and I like it’s colour theme more this is why it looks familiar I guess.
It’s a Colonial Viper from Battlestar Galactica, that I really like. So I try to either fly Vipers or VF-1 from Macross, what I also dig :-)
I also fly with XR (3D thanks to SBS mode). VR gives me motion sickness and has some other drawbacks [for me]. See my ViperPit videos to get an idea how that looks 👍
You know… I wondered about this before too and I tried to lower the seating position through manipulation of the Y value before and while this works to some extend => it’s not really possible to look over the fuselage any more so I guess it’s a compromise (or you’d be simply unable to aim at anything in the game).
Think I got the aspect ratio somewhat under control. It’s not perfect but much better. At this point I think it’s simply a bug of EliteDangerous. It’s like the HUD doesn’t get the rescaling memo after the intro played.
The settings make no sense to me but I can live with that. SBS (right/left side) images attached. The HUD is now at least readable and not squished too much.
That is interesting. Do I understand this correct that it has to be SBS left/right for this to work? I read conflicting reports on this.
Thing is my glasses need right/left and most of what’s on YT does simply not work when I just go fullscreen with SBS enabled so I have to drag it out of YT first and run it through Bino (or use ffplay with stereo3d filter) to “fix” this again.
This looks like if I want to make it convenient for VR I make it inconvenient for XR glasses users like XREAL and Viture users. I’m highly confused.
Oh and what about h265 or V1? The example only suggests h264:
heh, this totally reminds me of Terry Pratchett’s dwarves, that spend a lot of time trying to find out what’s under the beard of the other first without asking that akward question xD