If you get a permission error, see #Device permissions.īoth interfaces are also supported in Wine and reported as separate devices. You can simply cat those devices to see if the joystick works - move the stick around, press all the buttons - you should see mojibake printed when you move the sticks or press buttons. Once the modules are loaded, you should be able to find a new device: /dev/input/js0 and a file ending with -event-joystick in /dev/input/by-id directory. Note: If your Xbox 360 gamepad is connected with the Play&Charge USB cable it will show up in lsusb but it will not show up as an input device in /dev/input/js*, see #Xbox 360 controller. If you use a usb mouse or keyboard, usbhid will be loaded already and you just have to load the joydev module. You need to get USB working, and then modprobe your gamepad driver, which is usbhid, as well as joydev. The gameport module should load automatically, as this is a dependency of the other modules. You can load the module at boot, or simply modprobe it. You need to load a module for your gameport ( ns558, emu10k1-gp, cs461x, etc.), a module for your joystick ( analog, sidewinder, adi, etc.), and finally the kernel joystick device driver ( joydev). Please have a look at the documentation mentioned above for details. Older ISA soundcards may need the ns558 module, which is a standard gameport module.Īs you can see, there are many different modules related to getting your joystick working in Linux, so everything is not covered here. If your joystick is plugging in to a gameport provided by your soundcard, you will need your soundcard drivers loaded - however, some cards, like the Soundblaster Live, have a specific gameport driver ( emu10k1-gp). Many older joysticks will work with the simple analog module. Some joysticks need specific modules, such as the Microsoft Sidewinder controllers ( sidewinder), or the Logitech digital controllers ( adi). Alternatively, see documentation from the latest kernel. You can browse the kernel source tree at by clicking the "browse" (cgit - the git frontend) link for the kernel that you are using, then clicking the "tree" link near the top. If you have the kernel sources downloaded, have a look at Documentation/input/joydev/. Unfortunately, official kernel packages do not include what we need. Unless you are using very old joystick that uses Gameport or a proprietary USB protocol, you will need just the generic USB Human Interface Device (HID) modules.įor an extensive overview of all joystick related modules in Linux, you will need access to the Linux kernel sources - specifically the Documentation section. SDL2 supports only the new evdev interface. While SDL1 defaults to evdev interface you can force it to use the old Joystick API by setting the environment variable SDL_JOYSTICK_DEVICE=/dev/input/js0. Most new games will default to the evdev interface as it gives more detailed information about the buttons and axes available and also adds support for force feedback. Symbolic links to those devices are also available in /dev/input/by-id/ and /dev/input/by-path/ where the legacy Joystick API has names ending with -joystick while the evdev have names ending with -event-joystick. dev/input/jsX maps to the Joystick API interface and /dev/input/event* maps to the evdev ones (this also includes other input devices such as mice and keyboards). Linux has two different input systems for gamepads – the original Joystick interface and the newer evdev-based interface. (Discuss in Talk:Gamepad#Joystick API vibration support) You just have to learn that Y = triangle, B = circle etc.Reason: Need info about differences between API, how to switch between them. Other issues - some games only show Xbox button mappings, like DMC5 and RDR2. If I could get my DualSense working through DS4Win I hope it would just have worked. I had to change my steam controller setting to use Steam Input to get it working as well. So yea, RDR2 through Epic through Rock Star Social Club through Steam works with my controller. From Social club I can then launch it through Epic. When launching from steam, it would launch Social club and not load. The catch is when you want to play a non steam game that doesn't work when adding it to steam. I haven't played a lot of games with my Dual Sense yet, so can't say how well vibration works. My DS4 had full vibration in Jedi fallen order. It also just works if you add non-steam games to steam. It just works with Steam and Steam games. Windows picket it up as audio output and Game Controllers config in windows showed it working. On Win 11 DS4Win wouldn't detect my controller.
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