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Is it CDPR who programs controller support into the games? Or is it the developers who decides if they wanna implement controller support or not?

After many years of playing intense FPS and MOBAs, I simply can't play with mouse and keyboard anymore. My wrist won't allow me.

Sadly, I see many games that I wanna play, but can't, because those games don't have controller support. What determining factors are there?
As someone who has actually done some game development, it's determined by whether the developer put in code to read controller input and respond to it.

For example, a game uses SDL will (typically) have a loop that looks for SDL events, which typically include keyboard and mouse input; to include controller support, the game must initialize the joystick API on boot, then open the joystick, then add code to handle each gamepad event, typically by doing the same thing that it would to a corresponding keyboard event.

In Godot, there is a tab in the project settings that allows controller mappings to be set and given names. For example, there's "ui_confirm", which, by default, is mapped to the space bar on the keyboard and to 'A' on an XBox 360 controller. The game just then needs to check for events like 'ui_confirm' rather than checking for the individual key presses, and it will have controller support by default. (Note that this basic controller support doesn't use the analog stick.)

There also exist utilities (I've seen references to something called joy2key if you're on Windows, and I remember using one on Linux whose name I don't remember) that will map game controller input to keyboard input. I've managed to play Guacamelee! that way when the controller wasn't working with the game for whatever reason. (Note that Guacamelee! is an example of a game that needs a controller to play comfortably, due to ow you get many moves that require multiple buttons to be pressed at once, and often have to use multiple such moves in the middle of a jump.)

Edit: I believe the Linux utility I used was called qjoypad.
Post edited August 23, 2022 by dtgreene
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abdollah87: Is it CDPR who programs controller support into the games? Or is it the developers who decides if they wanna implement controller support or not?

After many years of playing intense FPS and MOBAs, I simply can't play with mouse and keyboard anymore. My wrist won't allow me.

Sadly, I see many games that I wanna play, but can't, because those games don't have controller support. What determining factors are there?
Anymore I wanna say age range and if the developers/publishers want to release on console at some point.. while older releases can't say for sure the reasons nor for sure the reasons I mentioned but they play key factors in such things on deciding if a game does or doesn't
Ah I see. That's too bad. I really wanna play Elder Scrolls Oblivion. But there is no controller support for it for some reason.
Let's go though this.
1) DOS Games: Doesn't matter, Make your own gamepad support.
2) Anything before 1995 that isn't DOS: Iffy, at best. There was no absolute standard; save for maybe DirectInput. DirectX is introduced after 1995, but no standard is created.
3) 2005 onwards: Xinput is introduced. Adoption is slow until a few years in.