Re: [w3c/gamepad] Vibrate feature for Gamepad (#19)

@toji The first time I moved a physical object in the world with my code was using DirectInput with the Microsoft Sidewinder Pro joystick, so I admit to having an enthusiasm for force feedback that the rest of the world does not share.  :-(  

If we squint, could we consider rumble gamepads to support the default "force feedback 'effect'" which is the rumble plus an intensity setting?

Reading over the Wikipedia article on the DirectInput situation, it sounds like Microsoft confused a lot of folks:  https://en.wikipedia.org/wiki/DirectInput#DirectInput_vs_XInput

I don't think Microsoft is necessarily anti-force feedback, they're just not going to iterate on the API for DirectInput due to low consumer demand, and they're going to focus on gamepads with XInput.  If you're trying to read from keyboards and mouse, you still need to rely on DirectInput, so DI is not super-duper dead.

Looking at Logitech's Force Feedback steering wheels, it does appear to have DirectInput driver support, but then they layer on their own API atop DirectInput to do extra stuff like flash LED's on the steering wheel to indicate RPM's and such!  Pretty neat.  Anyhow, that's one example of a contemporary controller that does support force feedback using DirectInput.

It would be good to get some Microsoft and/or FF device company peeps in here to reassure us or wave us off of Force Feedback.

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Received on Wednesday, 10 August 2016 00:11:46 UTC