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No but seriously most controllers on PC use Xinput so i guess a PS5 controller?
Plenty of controllers support both, with a button combo or toggle switch to switch between them.
only real diff is dinput can handle more controllers, but xinput can handle more axis/buttons
as for a controller,
GuliKit ES PRO Wireless Controller
https://www.amazon.com/GuliKit-PRO-Wireless-Controller-Anti-Snapback-Nintendo/dp/B0FDQNRX4F
I like to play with my controllers plugged in all the time.. with the ultimate 2 when plugged in it recognizes it as an 360 controller.
I had the GuliKit King Kong pro controller before the 8-Bit one.
It didn't have analog triggers with the switch mode and direct input recognized as a 360 controller
Before then I had an PS5 controller but it started to stick drift.
Sony needs to get it act together and put whole effect joysticks on their controllers and it only cost like three bucks more maybe..
Joy 2) (Joy 3) and so on. And whenever the game uses (Joy one) the icon that the user has in the application of direct input the game could read that and assign that icon whenever (Joy one) is required to be pressed.
It shouldn't have been that hard to implement. And then the games were just used direct input API forever.
Does the 8-Bit do ultimate 2c wired controller mapable L4 R4 buttons?
I noticed they're wired controllers are better than their wireless currently using a wired Xbox controller from them.
The wired controllers build quality is better then their wireless ones
^ GuliKit KK3 Pro is what I'd also recommend given the OP's stipulation. They are hall effect sticks and you can set them to have different output modes so you can configure it to output as a Switch controller, or you can configure it to output as direct input (directx) like an Xbox controller.
Alternatively, wait until Q1 next year and get the new Steam Controller if it's for use with PC/Steam. It has better sticks than what hall effect does (TMR); which has better precision than hall effect and should last as long or longer than hall effect sticks.
You are describing Steam Input. Valve already solved this for PC by disassociating "button press" to do a thing and instead abstracting that thing as "do action" then Steam Input can dynamically associate that action with whatever button is configured to perform that action and the input Glyph will automatically adjust based on the input device you are using.
It has hall effect sticks and triggers and it does have analog trigger input; not 100% on if you put it into dinput mode if they work but that may be a limitation of dinput. When you set it to PC mode it defaults to xinput as an Xbox controller and they work as analog triggers in that; I use the KK3 Max for Rocket League and use the analog triggers for analog air-roll.