Foxhack: I've only seen one other gamepad that uses Xinput natively - the knockoff Logitech one.
Why is that, I wonder? Why restrict what devs can use in their games? Hm...
kavazovangel: Razer also makes xInput controllers, and I don't doubt other companies also make similar devices.
Microsoft aren't restricting developers, DirectInput is currently marked obsolete, because it is, well, obsolete. It is old, and it hasn't received a major update since DirectX. They provide the xInput APIs, which are free to all developers that want to use them.
If the developers don't want to use them, they can skip them very easily. But think of the additional work that would be required to get the same compatibility level.
What does Xinput or Dinput have to do with just simply allowing me to map whatever I have to the keyboard?
Why is there always such a struggle with these games that I have to mask and rename dummy dlls so that the games don't detect and ignore them?
Hey, so I've added a few dll's that allows me to use my Dinput device with one intended for XInput - why does the game developer care enough to program their game to reject the emulation files?
Why would somebody set a Configure ini to use a 360 game pad specifically and then turn around and encrypt that ini so that the end user can not go into it and re-customize it to their controller?