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Dualsense 5 only partially working (pre-release v2024.1218.135629) #3468
Dualsense 5 only partially working (pre-release v2024.1218.135629) #3468
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To clarify which AUR package are you using? Do you have the same issue if you use https://github.com/LizardByte/pacman-repo (beta)? |
I was using this one: https://aur.archlinux.org/packages/sunshine-beta-bin. I didn't know about the official one. Now I have installed the one you linked (and uninstalled the previous one). The problem persist with this package too. Btw since I have opened the online tester again I have gathered some additional info: most of the buttons are correctly recognized. Those that behave incorrectly are: Triggers (L2/R2) - Right Stick.: these two are inverted: the triggers are recognized as the X and Y axis for the Right Stick and the Right Stick X and Y movement are recognized as L2/R2. To be more precise: L2 <--> Xaxis and R2<-->Yaxis. XOTriangleSquare: these are rotated by one position. Example: if I press Square it is recognized as X. Can't say anything about the buttons: L3, R3 and playstation logo. The keypress signal is there but I don't know if they are correctly recognized (no visual feedback). Mousepad and microphone have no feedback at all in the tester on the tester but the mousepad is working without problems in the OS. |
Sorry for the multiple posts. I am doing some other tests and I have found this site: https://ds.daidr.me/ (it has a git here: https://github.com/daidr/dualsense-tester) Currently we have: |
Thanks for all the info, I'm afraid I'll need some more 😅 To give you a bit more context, the Desktop environment (KDE) doesn't deal with joypads because compositors in Linux (X11/Wayland) don't recognise them. So, what every app/game does is to access the gamepads as USB devices directly via There are a few high-level libraries to do that, and the most common is SDL, which is used by Steam, Moonlight, and Proton for example. Steam famously packages its own libraries instead of using the system provided ones, so it makes sense that you see different results compared to other apps like the web browser. To make things more complicated, some apps access a lower-level API when dealing with DualSense in order to properly support gyro, acceleration, and force feedback (which is why gamepad tester behave differently than the other website which uses To try and narrow this down a little it would be very helpful if you could provide the followings:
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I have solved some of the issues, and those were my fault. gamepad tester: working Now gamepad tester recognize all the inputs. KDE: still strange behavior This behavior is reproduced also when sunshine is running on my laptop. testing on games sdl2-jstest
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Thanks for the detailed report! If The only other thing I could think of is that there are some things that we don't support like the microphone (Moonlight doesn't support it) and Haptic Feedback (I've never bothered implementing it since so few titles supports it). I think both those games should have full DualSense support, so I wonder if the game fails to pick up the pad because we miss something specific that they require from a (virtual) PS5 joypad.. Do you have any other non-Steam and non ex PS exclusive game to test? 😅 |
Also,
can you check permissions on the created |
Horizon Forbidden West: In general nothing happens like if no input is received at all by the game, but if I smash all the buttons randomly sometimes something happens, but it does not seems to be linked to specific buttons. I checked a lot of game on my library yesterday, unluckly my non-steam game catalogue has few games that are made with a gamepad in mind. Also those that have a gamepad in mind tends to be old and may not have support for ds5. Those were the two I found that had working support when directly connected. Witcher 2 recognized the input as an Xbox controller but I didn't test it throught sunshine. I will be out for the holidays, but if you think it is worth it I can do some more tests on my return. |
That is tied to Sunshine's installed udev rules, what permissions do you have for the joypad when plugged in the host? Are you part of the As for the two games, could you share a bit more info on how are you installing and running them? Is it via Heroic/Lutris? Which Proton version are you using?
No worries, enjoy your holidays!! |
I am also experiencing this issue on Fedora 41 on KDE. DualSense controllers work fine in and out of Steam while hardwired, however the virtual gamepad presented by Sunshine is only recognized and receives input properly through Steam. There are games that have native DualSense support launched from Steam that outright do not recognize any input from Sunshine when it is configured as a DualSense controller, but the input works fine when Sunshine is configured to always send an Xinput controller (so I lose the benefits of native DualSense support). I'd be happy to pick up where OP left off! My user is part of the |
Which games specifically? Are you running them with or without Steam Input enabled? There are some DualSense only features that we haven't implemented yet like microphone, haptic feedback, and a few others; so I can't exclude that some game will fail some specific check. Is there any cheap game that I can buy to test this out? 😅 |
It's any and all games that have native DualSense support when I have Steam Input disabled. If I recall correctly, if I enable Steam Input, the controller works, but of course with none of the native DualSense features available because the inputs are now being translated through Steam. For a cheap game, Signalis would be a good example. It's $20 on Steam (and a great survival horror game to boot if you haven't played it and like that sort of game, so bonus there). |
I don't know if this helps, but I noticed a weird button mapping in Forbidden West when I used I intend to look more into this problem for my application in the coming week(s), hopefully I can share some information about any issue I might find 🤷 . To be continued :). |
Thanks for all the reports, I can definitely reproduce this on my side too. In the meantime, I'm afraid you have to use Steam Input for those titles.. |
Rockstar. Thank you for your time and effort! When you have a potential fix, I'm happy to help test! I'll also join the Moonlight discord so I can interact there as well. |
PR is open: #3600 let me know if this fixes it for you too guys, seems to work really well on my end! |
After a series of monumental mistakes, I broke my Fedora partition and ended up on a fresh install of Arch instead, so I don't have the build deps setup right at the moment. I'll get the deps installed and try and build your PR to see if it works for me! |
You can use the artifacts directly. It's not necessary to self compile. https://github.com/LizardByte/Sunshine/actions/runs/12995796078?pr=3600#artifacts |
Alright, short version: I've done some testing on Arch and Fedora 41. I have mostly successes, but some failures.
Notes:
I'm going through some stuff in my personal life, so I can't commit to more testing in the short term (unfortunately). However, based on my testing and that the two games that didn't work for me either also had trouble natively, I'd say this fix is ready to go with pretty high compatibility. |
@JustPlainGarak thanks for testing! I've just tried God of War Ragnarok on my end too and yeah, when plugging the real DualSense to the host it doesn't work either, so I don't think there's anything that we can do there. Found a few mentions that confirms that here: ValveSoftware/Proton#8107 (comment) (might be that As for Signalis, I don't have that game. I can see on the Proton DB page that there's a complaint about not supporting the DualSense without Steam Input enabled, so maybe it's the game?
Take care, definitely no need to stress over this! |
Is there an existing issue for this?
Is your issue described in the documentation?
Is your issue present in the latest beta/pre-release?
This issue is present in the latest pre-release
Describe the Bug
Without STEAM (steam was closed and not running in background)
With dualsense5 plugged in the client (and recognized by sunshine in the logs).
option 1) go to: https://hardwaretester.com/gamepad. The vendor and the product written are correct, but the button pressed on the gamepad do not correspond to those received by the tester. For example: the triggers are recognized as x axis and y axis of the right stick.
option 2) go to the settings of KDE, gamepad section. There you can see the input pressed on the pad. There is not a visual help in this case, but the behavior is different then when the controller is directly plugged into the "server".
In summary: if I open heroic or a game the gamepad does not behave as expected.
Inside STEAM
In steam: if i open steam and go to the controller section, the gamepad is correctly recognized. If I use the tester inside steam the input are correctly recognized (even the gyro when trying the calibration). If I play a game in steam the gamepad works as inteded.
If i use the desktop override offered by steam in the background the issues outside of steam continue to be present.
Final result: steam recognize the gamepad correctly, but KDE and other apps don't.
Expected Behavior
The correct inputs should be recognized in KDE too, not just steam.
Additional Context
Tested from two different clients: moonlight on my laptop and moonlight on my LG TV.
I don't know if this is problem of ManjaroKDE or sunshine. In theory manjaro kde is perfectly able to recognize the ds5 (it is recognized when direclty plugged in).
My guess is that the approach used to pass the inputs from client to server is not digested by KDE.
Host Operating System
Linux
Operating System Version
Manjaro - KDE v6.2.4 - Kernel v6.6.65
Architecture
amd64/x86_64
Sunshine commit or version
v2024.1218.135629
Package
Linux - AUR (Third Party)
GPU Type
NVIDIA
GPU Model
3070Ti
GPU Driver/Mesa Version
550.135
Capture Method
NvFBC (Linux)
Config
Apps
Relevant log output
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