Basic tends to be the Input Styles that the developer believes will be most useful while Advanced is the entire list. That’s because SIAPI introduces Basic and Advanced settings. The other main difference is that sometimes the Input Styles list is limited in choices. If you have the keyboard then it’s Legacy, if you have the Actions then it’s SIAPI. If you aren’t sure if you are making a SIAPI or Legacy Config, just select any button and see if you are presented with the keyboard and controller screen or the In-Game Action List. If you start from a template then you’ll be making a Legacy config, forfeiting the SIAPI features. To use the SIAPI features in a supported game, all you’ll need to do is import the Recommended Config. This might not seem to be as big of a feature as the others but there are lots of people who have played with non-Xbox controllers over the last decade and one of the biggest complaints isn’t getting sometimes obtuse software set up but was typically about missing the rumble feature in games. The final main feature of SIAPI is rumble or vibration support for all controllers. Imagine if Rockstar implemented SIAPI in their next GTA title and you could create unique configs for on foot, driving, flying, and manipulating menus and then not have to worry about manually flipping between the Action Sets. Using Rocket League as an example, Psynoix has included the In-Game, Menus, Replay Viewer, Spectator, and Training Editor Action Sets in their SIAPI support and the game will automatically switch between them as expected. SIAPI also allows the game to let the Steam Input Configurator know about different user states so it can automatically switch between Action Sets. So if X is your interact key but you decide that you’d prefer it on the Left Grip, the in-game prompts will use the Left Grip image instead. Additionally, any on-screen prompts will use the correct button that you have bound the action to. So if you are using the Dualshock then you’ll see the Cross or the Box buttons but if you are using the Switch controller then you’ll see the ABXY buttons. Part of supporting all of those controllers is making sure that the games use the correct button prompts in game. The second feature - technically being a feature of the Steam Input software - is that SIAPI supports the Steam Controller, the Dualshock 3 and 4, the Nintendo Switch Pro Controller, and the Xbox 360 and One controllers, as well as just about any third party versions of those controllers or any of the old PC gamepads that used the DirectInput API.īut SIAPI doesn’t just stop there. The same goes for analog actions such as Acceleration in a vehicle. Instead of binding “space bar” or “Xbox A Button” to the Right Grip you will simply bind the “Jump” action. The first feature is that actions are, well, actions and not button presses. The Steam Input API aims to fix these issues. First is that the number of buttons and axes is limited to what is on the Xbox Controller (hence why the Xbox Elite controller’s paddles can only mimic the face buttons) and second is that it only supports a single series of controllers. Now, XInput is a fine API that has greatly simplified both controller integration and controller use in games but that increased ease of use came with plenty of restrictions. Whenever you use an Xinput Wrapper (like DS4Windows) or you bind Xbox buttons to your controller in Steam Input you are actually using the XInput API. The most widely used controller API on PC is XInput which is the API used for Xbox controllers. which is software that allows controllers to talk to games. But if this next section has made you curious about the topic then I highly suggest you do some actual research into controller APIs. While the ideas are true enough for the average user to understand, I certainly do not suggest quoting me nor linking to this video as fact about controller APIs. So let’s get into it.ĭisclaimer: This next section is extremely watered down, sometimes to the point of being technically incorrect. Since the chances of your average Steam Input user running into SIAPI have increased I figured I should probably talk about it since I’m beginning to see an increase in people asking about it. While it is still rather rare for a game to support the API, the list of games that do is quickly approaching 100 and now feature some high profile games like Warframe, Rocket League, Sonic Mania, and the recently added Catherine Classic. Something that we haven’t really touched on so far is the Steam Input API - or SIAPI.
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