- DEAD OR ALIVE 5 LAST ROUND DLC BACKWARDS COMPATIBILITY DRIVERS
- DEAD OR ALIVE 5 LAST ROUND DLC BACKWARDS COMPATIBILITY WINDOWS 10
- DEAD OR ALIVE 5 LAST ROUND DLC BACKWARDS COMPATIBILITY CODE
- DEAD OR ALIVE 5 LAST ROUND DLC BACKWARDS COMPATIBILITY WINDOWS
DEAD OR ALIVE 5 LAST ROUND DLC BACKWARDS COMPATIBILITY DRIVERS
There's no particularly good reason why the Xbox One controller's DirectInput mappings weren't made fully backward compatible with those of the Xbox 360 controller, and back when the 360 controller drivers were released, they didn't bother to try to match the mappings to what most other dual-stick gamepads were using either, which caused some incompatibilities then as well. Yes, the blame lies mainly on the game's developers for the dodgey controller support, and they should have fixed the issue already, but it technically might not have been much of a problem if Microsoft had made sure that the DirectInput support for their gamepads was backward compatible with existing standards to begin with. Using DirectInput would have been "okay" had they provided the ability to fully remap the controls, even if it might not have been the most ideal option.
![dead or alive 5 last round dlc backwards compatibility dead or alive 5 last round dlc backwards compatibility](https://static1.srcdn.com/wordpress/wp-content/uploads/2021/11/Kasumi-Dead-or-Alive-Cover.jpg)
Yes, I'm familiar with DirectInput and XInput, and have actually released modified executables to fix poor controller support in a few games. I'm no fan of Microsoft, but the fault doesn't lie with them here. Originally posted by Medion:Cryoburner, I apologize and please don't take this the wrong way, but you are incorrect.
DEAD OR ALIVE 5 LAST ROUND DLC BACKWARDS COMPATIBILITY CODE
Microsoft has offered the XInput API to PC developers, free to use, WITH sample code and on-site support since 2005.
![dead or alive 5 last round dlc backwards compatibility dead or alive 5 last round dlc backwards compatibility](https://www.videogameschronicle.com/files/2022/01/DOA-scaled.jpg)
What this means is that you get NONE of the compatibility and flexibility offered by DirectInput, nor do you get the compatibility and simplicity offered by Xinput. What KT did here was use DirectInput and a specific mapping profile for the Xbox 360 controller. When you use DirectInput, you should only do this if your game allows and requires a level of customization not offered by XInput. If a developer uses XInput, all XInput compatible controllers work perfectly, whether made by MS, Logitech, Thrustmaster, or anyone else. There are two dominant PC APIs for controllers DirectInput and XInput.
DEAD OR ALIVE 5 LAST ROUND DLC BACKWARDS COMPATIBILITY WINDOWS
XBone controllers weren't even available for Windows until after the primary development of the game's PC port, so I can see why they might have gotten missed, though really that should have been addressed when they released Core Fighters.Ĭryoburner, I apologize and please don't take this the wrong way, but you are incorrect.
![dead or alive 5 last round dlc backwards compatibility dead or alive 5 last round dlc backwards compatibility](https://i.redd.it/6p6rl3q1wy751.png)
It sounds like its only a problem with other controllers.
DEAD OR ALIVE 5 LAST ROUND DLC BACKWARDS COMPATIBILITY WINDOWS 10
Originally posted by Cryoburner:The game works fine with my wireless 360 controller, just using the default Windows 10 drivers. Of course, the game needs to come with some kind of remapping function too, or it kind of defeats the purpose. Using DirectInput still makes sense for games that want to support nonstandard controllers, since unlike Xinput, it allows for more buttons and axis than can be found on an Xbox controller. I've seen posts in a number of other Steam forums where people mentioned having compatibility issues with XBone controllers in DirectInput games, so it's not just limited to this title. So, if the developers doing the port targetted 360 controllers using DirectInput, that mapping would not correspond to the layout of any gamepad using a legacy DirectInput layout, or whatever the XBone controller now uses. And they apparently changed the layout again when doing the XBone controller's DirectInput drivers. XBone controllers weren't even available for Windows until after the primary development of the game's PC port, so I can see why they might have gotten missed, though really that should have been addressed when they released Core Fighters.Ī bit of the blame lies on Microsoft too though, since they decided to be clever when making their DirectInput drivers for the 360 controller a decade ago, and jumbled the buttons around from the order most other dual-analog gamepads were using at the time.
![dead or alive 5 last round dlc backwards compatibility dead or alive 5 last round dlc backwards compatibility](https://www.thexboxhub.com/wp-content/uploads/2020/02/Dead-or-Alive-5-Last-Round-2.jpeg)
The game works fine with my wireless 360 controller, just using the default Windows 10 drivers.