Sony publishes an official Linux driver for Playstation 5 DualSense controllers
phoronix.com
phoronix.com
Edit: Seems there is more details in a almost year old article on phoronix (https://www.phoronix.com/scan.php?page=news_item&px=Sony-HID...):
> Roderick Colenbrander of Sony who serves as their Directory of Hardware & Systems Engineering, chimed in on the matter of adding this Gasia controller support (And, yes, this is the same Roderick Colenbrander who in his spare time serves as a Wine developer and if going back to the early 2000's was the NVClock NVIDIA overclocking tool developer as opposed to being some eager Sony employee):
So seems Roderick is a true hacker! I've used both Wine and NVClock in the past so if you're around here, thanks for your work on all these things and upstreaming them as well! :)
Unlikely to be an issue with a stick, but very possible with an external drive.
So searching for a device specfic driver is a very sane default here.
USB Mass Storage is the worst case of that approach (vendors with different ideas of how to solve it just agreed to differ and the standard offers all combinations of their preferred methods) but it's still better than the alternative.
Other approaches are crazy, they produce a worse user experience and usually introduce perverse incentives that make life worse for everybody.
If there are in fact "issues" with "vanilla USB" you don't fix those by having every single vendor hand roll their own attempted workaround and ship each of them.
The user does not give a flying fig about your "moral high ground".
They just want their drive to work.
Every time Windows ships a new version, users with hardware that worked fine but alas, wasn't shifting too many new units through retail, find now it doesn't work. "Buy a new one, then you'll get updated drivers" people like you cry. More landfill, for no reason.
Real users hate this experience and are relieved when you tell them that some device they're getting doesn't "need drivers". Of course it does actually need drivers, it just uses the OS vendor's class drivers, which work out of the box and are properly maintained, but the user experience is of relief.
So during this whole process I realized that most gear has two versions, a PC/PS4 version and a PC/Xbox version.
The PC/PS4 version doesn't actually work in Windows. I had to get the PC/Xbox version to work in games like Forza Horizon. Even though their website lists the same brand and model, but they don't say which version.
I figured that obviously Microsoft will have the best support for the Xbox version of the gear.
I also use a cheap Logitech F310 gamepad in Linux for games like Dead Cells, Hollow Knight, Streets of Rogue and Unto the end. Worked with no setup, out of box.
Open standards are absolutely awesome and even though I've been hooked and using Linux and other free software exclusively for more than a decade now it continues to make me happy.
It doesn’t, actually. It works out of the box if wired through USB, or when using the expensive wireless dongle, but it doesn’t work out of the box over Bluetooth. You have to apply nasty hacks to the BT stack to make it work. PS4 controller is just pair & go.
I've always avoided using it because of the horror story from early models, but I might pick up a used PS4 controller for PC gaming if BT works well.
These controllers use some kind of DRM that requires disabling a feature of the BT stack (ertm) using a non-persistent kernel parameter that breaks other BT devices. I
Could this be another intended incompatibility that Microsoft introduced to push Windows 10? They did it with CPU support limitations and the newest DirectX version if I remember correctly, so maybe they decided to give gamers another "incentive".
(I'm less of a fan of Windows 8.1. They made it more desktop-like but it lost its uniqueness.)
i.e. Sony has custom everything, including input stack.
Steam does this all for you now anyway.
Unfortunately, one of the reasons I bought the controller was to try out the pressure sensitive face buttons, and PCSX2 on Linux didn't seem to support that? On Windows, PCSX2 can do this with ScpToolkit, but that seems to be abandoned. Still, for the 99% of games that don't need pressure sensitive face buttons, the DS3 integration in Linux was literally perfect.
Steam Controller added Bluetooth support for their release of the similar Steam Link app.
Also, yeah, it sells more of these controllers which are considered by many as THE defining next gen feature.
I'm not sure about the reasons, but the porting shouldn't be a huge issue. The patches are pretty small and very readable. It's 99% state management (device added / initialised / removed) and unpacking the message fields into system events. If they have anyone familiar with that event/device system, it would be pretty easy to achieve.
The author uses it in a clear pattern, specifically, as a sibiling post mentions, in order to achieve error handling (additionally, with fall-through); the labels are indeed neatly placed at the end of the function, after the `ret` exit.
The problem is consistency - the upper half of that function performs error handling without goto, and the lower half with it.
I personally prefer all-or-none solutions, since I highly value consistency, but on the other hand, I do consider this solution acceptable, since it still has a tidy (enough) structure.
Everything else turns into an ugly, unreadable mess in functions that need to free resources or do some kind of cleanup.
I was wondering has anybody hacked/reverse engineered them? Wanted to play a bit with the haptic feedback over the years and see the responsiveness and expressiveness of the feedback.
It looks like the Sony devs want to support the new vibration features, but don't want to abuse the existing hid/input layer for the amounts of data it apparently requires. It is good they're looking for feedback (I assume via the kernel development mailing lists) on the right route to implement them.
It'd be neat if we started to see a lot of open source projects that used this controller in the same way Kinect projects took off.
Er. Good thing for the published driver though.
/s
Even games that have reasonable performance on Linux may require custom builds of Proton, winetrick startup modifications, etc. I love Proton and the work Valve has been doing, but I certainly feel the friction when gaming on Linux still.
New issues always crop up whenever there's a new AAA title with the latest tech. It's inevitable.
All in all, I stand by what I said in that Proton is great, but expectations should be tempered since it definitely has some rough edges still.
That's it.
I'm the kind of person that has spent over 10,000 hours on video games... maybe 20k or more.
I don't think it's fair to deride Linux in this way. Thank Gaben for that.
It's really weird, one of the things as a kid I remember losing my main WIndows install being a big deal.. days or recovery. Now I just sit down at a Windows machine and it I don't care what's on it. I don't use windows for anything but the odd game.
I do use Mac instead of Linux for development but I did use Debian/Ubuntu as my main partition for a few years.
Personally, I have more games that I know what to do with. Most of them are Linux native and the vast majority of those that aren't Linux native work under Proton/Wine. Performance or stability is almost never a problem.
The few games that I have encountered problems with under Linux use a custom engine and I have heard that anti-cheat software tends to break compatibility. I periodically boot into Windows to play games that don't run under Linux. That does not happen often since it is an awful lot of trouble when there are many excellent options that do work under Linux.
Another way to look at it is that this has been going on for 20+ years, and it's kept relieving whatever pressure exists to get games then on Windows to be on something more open.
(Yes, I built a SteamOS box a few years ago, but that turned out to look mostly like a negotiation tactic, for Valve's continued coexistence with Microsoft. Maybe there will be another attempt someday, supported by Vulkan.)
Do you have any numbers to support that? I have seen your argument before, but I'm yet to see it quantified. I don't see how Stadia would be slower than any other games whose ground-truth 'state' lives on a server somewhere, which I think is the majority of games these days[1]; trusting the client to faithfully maintain state is a no-no because of cheating. If anything, I would expect Stadia servers' ping-times to be better than most.
I don't expect Stadia to work very well with Super Smash Bros were frame-perfect parries/combos are expected (at he highest level) - but for the rest of us who do not qualify for a spot on an e-sports team, it works well enough.
edit: So I went and looked for the numbers - PCGamer[2] says that Stadia is about 60-80ms slower than PC for Tomb Raider and Destiny 2 (eg. 63ms PC / 125ms Stadia @1080 Stadia gets worse at higher resolutions and on TVs, obviously)
1. The games I play, which are rather limited.
2. https://www.pcgamer.com/heres-how-stadias-input-lag-compares...
Also, any jitter will be awful too.
That said, 10 years is an awful long time to hold a grudge.
People complain about this like it was so awful they removed this feature, but TBH it was terrible and only designed so they could get around tariffs in some countries by calling it a computer rather than a videogame console.
I'm sticking with 8bitdo for a while.
https://www.digitalgamemuseum.org/consolecontrollerevolution...
was known to be tough. Over engineered, which makes sense in a new market.
I had a friend, who would get annoyed/frustrated, and literally THROW the joystick against the wall. The floor. Your head. :P Tantrum kid.
Anyhow, other than the rubber top coming off of the stick, it just worked forever. I remember when I moved to the Vic20, then the C64 and eventually the Amiga, I still had those Atari joysticks in use with each newer machine.
Incredible joystick. I can't imagine a modern console controller standing up to Tantrum Kid.
(Not saying your kids are throwing controllers at walls, floors, people's heads, etc...)
I also remember taking it as a challenge if we could break a controller. Took a fair bit of effort, all told.
Of course I can't prove it but I bet that close to all damaged PS4 controllers are "it just broke! I totally never threw it or hit it against the wall in a fury because I died...." damage.