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Posted

The 8 axis Direct X limit has been in place for years. Is there a reason for Direct X not increasing the limit from 8 to 16 or 32?

Posted

DirectInput8 is the latest incarnation, so there haven't been any changes of significance in the API for many years.

 

Its only successor is XInput (part of all the other Xcrap that was done to try and homogenize (or bastardize, take your pick,) PC and XBox development), and that actually has half the axis available because Microsoft only really catered the new API around their own XBox controller (don't ask why).

 

But this is only 'per controller' limits? So what's the real problem anyway?

 

Anything (software) supporting such a wide range of inputs should be supporting multiple controllers at once, and any device bold enough to carry so many at once should be able to present itself to the PC as multiple (virtualized) controllers to map out the workload.

 

Reference:

http://en.wikipedia.org/wiki/DirectInput

 

XInput supports maxima of 4 axes, 10 buttons, 2 triggers and 8-direction digital pad per controller, compared to DirectInput's support for 8 axes, 128 buttons, and full-range POV. (Incidentally, the number of axes, buttons and triggers XInput supports corresponds directly to the Xbox 360 controller.)

[ i7 2600k 4.6GHz :: 16GB Mushkin Blackline LV :: EVGA GTX 1080ti 11GB ]

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Posted

The same reason I still cant maximize a youtube/hulu/windows media player video on one monitor while I play a video game on the other. The same reason I can't plug an Xbox controller into my PC and just have it work.

 

Microsoft is a lazy, bureaucratic, monstrosity, and rarely listens to their customers.

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