Throughout the duration of an application, getting state from a controller will probably be done most often. A dwUserIndex value of 0 corresponds to the top-left quadrant the numbering proceeds around the ring in clockwise order.Īpplications should support multiple controllers. The number corresponds to the port that the controller is plugged into, and is not modifiable.Įach controller displays which ID it is using by lighting up a quadrant on the "ring of light" in the center of the controller. This ID will be in the range of 0-3 and is set automatically by XInput. The XInput functions all require a dwUserIndex parameter that is passed in to identify the controller being set or queried. The XInput API supports up to four controllers connected at any time. Using the XInput functions, you can retrieve controller state, get headset audio IDs, and set controller rumble effects. Using XInput is as simple as calling the XInput functions as required. You can then use the Core Audio APIs to receive voice input and send sound output. You can call the XInputGetAudioDeviceIds or legacy XInputGetDSoundAudioDeviceGuids function to obtain the device identifiers that correspond to the devices for the microphone and headphone. The headset has a microphone for voice input, and a headphone for sound output. Optionally, a headset can be connected to the controller. The speeds of these motors are specified in the XINPUT_VIBRATION structure that is passed to the XInputSetState function to set vibration effects. The controller also has two vibration motors to supply force feedback effects to the user. The states of each of these inputs are returned in the XINPUT_GAMEPAD structure when the XInputGetState function is called. Controller LayoutĬompatible controllers have two analog directional sticks, each with a digital button, two analog triggers, a digital directional pad with four directions, and eight digital buttons. Controllers that have the headset attached can also be queried for sound input and output devices that can be used with the headset for voice processing. Using this API, any compatible connected controller can be queried for its state, and vibration effects can be set. Getting DirectSound GUIDs (legacy DirectX SDK only)Īpplications can use the XInput API to communicate with gaming controllers when they are plugged into a Windows PC (up to four unique controllers can be plugged in at a time).This topic provides a brief overview of the capabilities of XInput and how to set it up in an application. The results will be added to your test page.XInput enables Windows applications to process controller interactions (including controller rumble effects and voice input and output). If you want to compare the results of different tests, simply repeat the test. You will see the minimum, average, and maximum latency, as well as the polling rate and jitter. When the test is complete, the program will redirect you to the site with the results. This will allow the program to collect data about the gamepad's latency. If your gamepad is not detected, make sure it is connected correctly and try again.Īfter the gamepad is detected, the program will ask you to move the left stick in a circle without stopping. Gamepadla will automatically detect connected gamepads. Just double-click on the fileGamepadla.exe filefile to launch the program. Make sure your operating system recognizes the gamepad. You can connect your gamepad via Bluetooth, with a cable, or with the included receiver. The results obtained from Gamepadla should be used as a guide, not as an exact measurement of input latency. Therefore, although Gamepadla can give a general idea of the "response" of a gamepad, it cannot accurately measure input latency in the traditional sense. This method of measurement can be affected by various factors, including the quality of the gamepad, the speed of the computer's processor, the speed of event processing in the Pygame library, and so on. Gamepadla measures the delay between successive changes in the position of the analog stick on the gamepad, rather than the traditional input latency, which measures the time between pressing a button on the gamepad and a response in a program or game. Gamepadla works with most popular gamepads and supports DInput and XInput protocols, making it a versatile solution for testing different types of controllers. This tool will help you get accurate data about your controller's performance, which can be useful for gamers, game developers, and enthusiasts. Gamepadla is an easy way to check the polling rate of your gamepad. Gamepads polling rate and synthetic latency testerĪ website with a catalog of tested gamepads:
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