It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
Well, I feel a little silly with this question but... where do I turn *on* controller support in this game?
It's not an auto-detection function, because the game doesn't respond to any input -- d-pad, sticks, face buttons, nothing.
And it's not the controller, both Windows (as a 'wireless gamepad') and other games on GOG and Steam alike (Hollow Knight, Final Fantasy titles, HoloCure Save the Fans, Noita) all see it fine. Heck, some games even see it properly as a PS4 controller (like Cassette Beasts over on steam)... but not this.

(Also, if what I thought I saw was right, I've a separate request for the devs in a similar vein -- Playstation Button support, because I thought I saw an XBox "X" for sorting characters in the training grounds)
avatar
DragonlordJoe: Well, I feel a little silly with this question but... where do I turn *on* controller support in this game?
Select New Game or Continue, then at the city hit your ESC button and then you can go into Options.
avatar
DragonlordJoe: Well, I feel a little silly with this question but... where do I turn *on* controller support in this game?
avatar
Dustin_00: Select New Game or Continue, then at the city hit your ESC button and then you can go into Options.
Ok, that covers the second bit, the buttons prompt, so thank you on that.
No option in the Options for it to actually look for/start responding to the controller though.
So, 0.1.0.1 has come, and yet whatever bug that has caused the game to not see/respond to my controller still exists. I even tried to see if Steam even so much as running was enough to somehow prevent the game from seeing/responding to the controller, but no, it did not.

So yeah, I'm not the most enthused about "This game has controller support" and "We made this specifically to use controller" being a non-existent thing in my case, especially with so many other games, on top of windows itself, having no issues seeing controller inputs.
avatar
DragonlordJoe: So, 0.1.0.1 has come, and yet whatever bug that has caused the game to not see/respond to my controller still exists. I even tried to see if Steam even so much as running was enough to somehow prevent the game from seeing/responding to the controller, but no, it did not.

So yeah, I'm not the most enthused about "This game has controller support" and "We made this specifically to use controller" being a non-existent thing in my case, especially with so many other games, on top of windows itself, having no issues seeing controller inputs.
I am running the GOG build right now and I have full controller support, so I am not sure what is causing this conflict in your local installation, Joe. Have you tried unplugging other peripherals in case there's an unexpected conflict?
avatar
DanAmrich: I am running the GOG build right now and I have full controller support, so I am not sure what is causing this conflict in your local installation, Joe. Have you tried unplugging other peripherals in case there's an unexpected conflict?
Well, the only peripherals to unplug are butts to get to and are a capture card, and my mouse (both a wired and a wireless version)
And none of those are causing issues with any other program, OS included, seeing and interacting with the controller.
avatar
DanAmrich: I am running the GOG build right now and I have full controller support, so I am not sure what is causing this conflict in your local installation, Joe. Have you tried unplugging other peripherals in case there's an unexpected conflict?
avatar
DragonlordJoe: Well, the only peripherals to unplug are butts to get to and are a capture card, and my mouse (both a wired and a wireless version)
And none of those are causing issues with any other program, OS included, seeing and interacting with the controller.
Then this is a mystery, as I have heard no other reports of the controller not working, so I have no evidence to suggest this is a widespread issue for most players.

We cannot fix any bugs we cannot reproduce, and if you are (so far) the only one experiencing it, I do not doubt your experience, but I'm really not sure how to advise you to solve it.
Well, I've solved the issue, and it is exactly the problem I thought it was going to turn out to be, and the solution I was hoping it wouldn't be; I ran into a second game that straight up did this exact same thing (Hi-Fi Rush) and Bethesda's comments are what shed light to the entire thing because for that title they straight up go "This has controller support: We support XBox controllers. Playstation controllers are not supported at this time.", which got me to do a bit of poking...

All signs point to this using XInput exclusively, and not DirectInput, for gamepad detection. Which means if someone's not using a wrapper (Steam's controller setup, DS4Windows, etc) to act as a go-between, Proving Ground goes "what controller?" because it's not looking for "the right inputs"...
Which makes the game 100% not compatible with PS4 (DualShock4) and PS5 (DualSense) controllers on the GOG version, without additional software being ran by the user, because those are DirectInput devices; the steam release should be unaffected by this, because the aforementioned "steam wraps the controller inputs".
avatar
DragonlordJoe: Well, I've solved the issue, and it is exactly the problem I thought it was going to turn out to be, and the solution I was hoping it wouldn't be; I ran into a second game that straight up did this exact same thing (Hi-Fi Rush) and Bethesda's comments are what shed light to the entire thing because for that title they straight up go "This has controller support: We support XBox controllers. Playstation controllers are not supported at this time.", which got me to do a bit of poking...

All signs point to this using XInput exclusively, and not DirectInput, for gamepad detection. Which means if someone's not using a wrapper (Steam's controller setup, DS4Windows, etc) to act as a go-between, Proving Ground goes "what controller?" because it's not looking for "the right inputs"...
Which makes the game 100% not compatible with PS4 (DualShock4) and PS5 (DualSense) controllers on the GOG version, without additional software being ran by the user, because those are DirectInput devices; the steam release should be unaffected by this, because the aforementioned "steam wraps the controller inputs".
I'm definitely hoping that this problem gets fixed. Because their other products here (Atari 50 and The Making of Karateka) do have problems with a DualSense.
I'm going to put the blame on Microsoft, for adding a second controller input API and not having any compatibility layer to convert between the two.

It could also have to do with the engine. (Do other Unreal Engine 4 engine games have this issue?)

Also, I'm curious if this issue affects those playing on Linux under WINE. (I can confirm that the game works in WINE, and that it supports my Xbox 360 controller; I unfortunately don't have any PS4 or PS5 controller to test.)
I have the Playstation usb dongle for the PS4 controller and the gog version does not work with it or my PS5 controller wired. DragonlordJoe's assessment of the situation is most likely correct .

Pole7645 is also correct in noting the Atari 50 also does not work with Playstation controllers. I have no idea about The making of Karateka since I have yet to install it but I'd be shocked if the PS controllers actually work.

My old wired 360 controller works fine. My PS controllers work fine with Wizardy on Steam. I bought it on both platforms in hopes that if sales are good Wiz 2&3 may one day get the same treatment.
Post edited October 02, 2023 by DarkFoss
How I solved all my controller problems in wine and native-linux gaming:
selfmadepenguin.wordpress.com/2024/02/14/how-i-solved-my-gamecontroller-problems/
So, since my initial suspicions, I've actually discovered something along the lines of what dtgreene said back around the last time I said something about it -- MS has made *two* input methods since the general DirectInput existing.

I originally put the blame on XInput, but reflection since makes little sense on that, because XInput reading games could usually see the gamepad, just mapped everything weird because what is Button0 in DI is button4 in XI...
But I did some digging after, and learned MS released a second, newer, input format that was intended to sunset XInput use entirely -- GameInput. Which is probably the actual culprit and why wrappers like Steam and DS4Windows were still able to work anyway -- they just did the leg work of going "DirectInput is [thing], so we send GameInput [GI Thing] out via a fake controller setup that GI can actually read form"
Ok, I've seen that the Roadmap To, and Release Date Of, 1.0 has been made. Great, glad to see this coming out soon.

You planning on fixing the controller issue? We, the users who have found this problem, suggest it's the controller API you're using (likely the GameInput API instead of something that actually works with DirectInput devices), and even with 0.4, it still exists (I literally checked it a few minutes before writing this up), so... yeah.
Well, 1.0's here, it's still not fixed, so a 1 star review it is.
Maybe there'll be a patch now that you've released it that swaps the API you're using to something that supports something other than XBox controllers (and anything third party using the XBox controller's API stuff) exclusively