The controller registers, as I can use it with the Xbox app, but it stops working when I stream Fallout 4. When I launch Fallout 4, I get stuck on the pause screen. I can still use the Xbox button, and return to the dashboard.
This problem does not occur with other games I play, such as Destiny. I suspect that the controller is still trying to connect to my Xbox One, directly through wireless, but is to far away to make a connection.
If even that fails, try factory reseting your Xbox One (usually a good idea to back up your storage onto a different device first, but if you cloud sync and use Xbox Live profiles you should be fine deleting everything).
If you paused your game and then try and use a controller thru windows 10. The controller is still registered to playing the game using the controller you were using thru the xbox. You must quit the game and relaunch for it to then pick up the controller you are trying to use thru win 10 streaming
I think I just found a solution. I played Unravel after the above, and then went back into fallout 4 and it was working this time. I have had this glitch before on Xbox before, where a game/app becomes unresponsive and easiest fix was to open another app and then open the same app/game again. would be interested if this works for you Mike.
Make sure Steam recognizes your controller as that has been the only point of failure for me in my Xbox Controller not working within Skyrim. My steps are usually to start Steam, turn on the controller, start Skyrim either through Vortex or directly with the SKSE loader.
I have tested this with two Quest 2 headsets (with two sets of controllers), on Link cable (with two separate cables) and with Air Link. Mine aren't working in the Oculus Home environment. Perhaps it has something to do with a recent update but then I would expect more people to be reporting this issue but others, including Nera123, Sotalo and Arkiefox, have also reported this problem recently in this forum.
I'm not sure why. Two things happened, either of which could have done it. Firstly, I followed the advice of TomC69 who suggested I run a Repair on the desktop Oculus app. It was quite easy to do. I have a Rift - not Rift S - so I followed the instructions on the Meta website HERE
Hey there MAJ161.RED, we appreciate you reaching out about your guardian not tracking correctly! We definitely understand how important the guardian is to the experience, we'd love to help you get back to gaming!
This issue is only when using oculus vr, if you run oculus vr and boot up steam vr you will see that in the steam vr portion of things your controllers work well, at least that's how it is for me after the update
I've heard a lot of reports about this. Can you confirm a few things for me?
- Is the Oculus software up to date with the latest version?
- Is controller firmware up to date with the latest version?
- Have you tried general controller troubleshooting? (Pair/Repair, change batteries, etc)
- What version is your headset running?
I'll notify the team and look into this to see if the problem is on the radar, or if this is a new and emerging issue.
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If you're using Steam Input for Warframe (ie: for a PS4 or Steam Controller that doesn't work with the native XInput) restart Steam to refresh the list, edit your Warframe Controller settings in steam, select a layout, and you should see an updated recommended layouts for Playstation, Xbox, Nintendo Switch, Steam, and Steam Deck controllers now:
If you are seeing custom controls being reset with our hotfixes, this is due to us publishing fixes for SteamInput, which invalidates custom layouts. We have been actively working on SteamInput (and by extension, SteamDeck) changes but excluded them from our patch notes until we had more news about the status on ongoing issues for our SteamDeck players* -- with that said, we understand that this decision may have led to even more player confusion.
As for further Steam Input fixes, we usually like to get you fixes ASAP however, because of the way Steam Input works, almost every fix we make will invalidate all customized layouts. As a result, we're trying to bundle up as many fixes as possible before sending out another update.
* For our SteamDeck players, we are actively working with Valve to resolve various issues. Once we are closer to a resolution on these, we will post a separate PSA pertaining to that situation. Thank you for your patience on this matter!
Truly appreciate the insight and next steps Taylor. Still, I must state that there seems to be not a single official word on the lack of native XInput support on the Steam client even when turning off Steam Input API, which should allow the game to handle this properly. The rest of versions seem to function properly, including the standalone one provided directly by you through the website, so we're all scratching our heads here.
your SteamInput implementation has gotten outdated over the years, and instead of trying to keep it up to date with Warframe's constant overhaults; it's been left in the dust for years. As Warframe continues changing the gameplay format overtime, the SteamInput implementation...which was intended for the older system from...i dunno; back in 2016-2017(?) it becomes jank and jankier overtime, it has gotten to the point that Game Actions starts to break and it's unplayable on Steam Deck without workaround...
After hearing about the last major update FINALLY going back to Steam Input after two years of inactivity (keep in mind: DE originally wanted to remove it before user feedback told them why they shouldn't), I was finally hoping they would completely overhaul the entire config to be up to 2023 Warframe gameplay standards (like how No Man's Sky constantly keeps their SIAPI up to date), but instead:
1. Disabling XInput/PlayStation Input API in favor of SteamInput despite being borked/janky for years.
2. Still using the same old janky config system.
3. CTRL+C and CTRL+V'd newly added Controller Type configs, you can immediately tell by the Nintendo Switch and PlayStation configs. (Switch Controller's face butttons aren't mirrored for Menus and PlayStation's Touchpads are assigned as a D-PAD for Gameplay, where it was meant for Steam Controller in mind.)
4. Finally fixing Launcher action set, at least that's something.
So please, either re-enable XInput/PlayStation Input API while you guys actually fix SteamInput implementation in the meantime, or remove SteamInput completely (like you guys originally planned to do so two years ago) and re-enable XInput/PlayStation Input API.
1. Remove "Launcher" Action Set. No need since Valve has added support for all the launchers years ago, it's redundant.
2. Remove the "Melee" Action Set. No need for it since Melee Channel isn't a thing anymore, just move the SIAPI call to Secondary Fire. Again, it's redundant.
3. Add a "Drifter" Action Set ASAP. No sure why you added Shawzin and not Drifter.
4. Add Xinput support back. No reason to keep it disabled.
assuming your sticking to this and not going back, there needs to be an option for us on controller to use show mission progress view. i used to have it bound to my dpad but now since you guys didnt add an option for it, im forced to pause the game and have my teammates wait on me while i could otherwise play and check at the same time
From what I understand, WF is hard-coded to lock itself into controller mode if it detects one plugged in on startup. Trouble is, this makes it impossible to navigate any menus (including the login screen) with a keyboard and mouse, and breaks text chat entirely. And because the Steam Deck has a controller built in, WF will always boot into controller mode.
The current workaround is to use a "non-steam game" shortcut and launch option to bypass the Steam Input API (thread link: -steam-deck-keyboard-and-mouse/?do=findComment&comment=12735044 ), but it'd be much better to have WF adapt control methods on-the-fly.
I'm definitely not super knowledgeable on the innerworkings of Steam Input API stuff, but I'm curious if anyone could explain - is there any particular reason the custom templates get invalidated on an Official Template push? I know the default gamepad template has some issues due to XInput weirdness that's going on currently (not quite sure how that would be handled, since it works just fine with Steam Input disabled and indicates the engine is still coded to handle it), but do the custom templates just need to be "updated" again in some way to work again, or do users have to reconfigure them all due to some action set changes?
I'm mainly just curious what's invalidating them and how they can work again (once everything is fixed of course), since a lot of users have spent hours curating their own control schemes for accessibility purposes and personal preferences. I know this is no easy task trying to code every single action in multiple game states to correspond with some input on a myriad of controllers, but hopefully this can be resolved soon!
I appreciate the update, the fixes to profiles messing them is a conundrum but one that has to be dealt with I guess. If you're looking into the Deck and BPM compatibility though at DE I do appreciate it. I don't have a deck but there have been some issues I'd been wanting DE to look at related to launching the game from BPM for quite a time and it might be the time to really update that while you're at it. I've had a steam controller since release day and while mine are on the fritz so I'm using xinput more now if I bother to (though I usually only play casual-mode on pad tbh) because of this I have a LOT of experience using steam input since it's inception in 2015ish.
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