
This input mode is intended to make the gamepad work natively with modern games. Use XInput to play games in Windows whenever possible. It can also be installed on Windows XP (SP1 or greater). I was able to get the keyboard overlay to work, as a test. XInput is the preinstalled, modern gamepad standard on Windows 7 and Vista. I'm trying to get it to work, but I'm getting no response on the overlay in obs. Does this work with direct input controllers? I have a Logitech Rumblepad 2, which is a direct input controller. I also sometimes use the "Generic Gamepad Configuration Support" of Steam in order to emulate a 360 controller, but I haven't been using that much lately, because rumble/vibrate doesn't work with it. I think it not loading correctly had something to do with the obs studio folder being a UAC protected folder, maybe? When I open x360ce, it's blank, which happens when you first start the program, but it usually loads a short time later. It did something weird I've never seen x360ce do.

I tried placing x360ce next to the obs binary, but it didn't seem to work. In order to get x360ce to work with a game, I have to drop the x360ce next to the game binary, which needs the right xinput.dll(which x360ce can create) and a properly configured.

I frequently use x360ce(which you linked above) with games in order to get them to work. I was able to get the keyboard overlay to work, as a test.


The Xbox 360 Controller / Xbox One Controller on PC are exposed as HID devices for DirectInput to help support legacy applications as well as through the XINPUT API or on Windows 10 the new API.Click to expand.Hello. Ideally they were using XINPUT instead of DirectInput, but at least they had some idea of what the player might have in their hands. This is arguably the biggest benefit of the Xbox Common Controller initiative where PC game designers could rally around a single gamepad at least for their default control schemes. Previous attempts to mitigate the DirectInput 'control mapping' problem through things like Action Mapper didn't really pan out. One of the problems with the DirectInput API was that it was so hardware agonistic as to be difficult for game designers to understand how to create control schemes.
