Open coljac opened 3 years ago
Do you have any of Steam's controller support features enabled? Any of the checkboxes in "Steam Settings -> Controller -> General Controller Settings".
Hi, thanks for responding.
I have Guide Button, Playstation and Generic Gamepad checked in controller settings.
I also forgot to mention I have "Steam Input Disabled" selected when I run. More info:
With steam input enabled, I see this in the logs for each joystick, including the pedals:
try_add_device hidraw "/dev/hidraw0": ignoring device 068e/00f2 with virtual Steam controller
I will leave one more update here for anyone with a similar problem comes across this issue.
The only thing I have to add is that, using sdl-jstest I find that the pedals are not detected by default with SDL1.2 but are with 2.0. However, I could fix this with export SDL_JOYSTICK_DEVICE=/dev/input/eventX
for the pedals. This had no effect on Steam or wine.
I wanted to figure this out, and I traced things through proton to wine, reasoning that given my shell script invoking proton and pressing play in Steam ultimately invoke the same binary (wine), there must be some difference in the environment variables that is key. I went as far as replacing wine with a shell script that dumped the environment, then copying a working environment before invoking wine proper (i.e. copying a known working env at the very last stage when wine is run), and this seemed to make no difference. I'm not sure how the same command, with the same arguments and environment, could yield reproducibly different results. Apart from running wine in a debugger that's the best I can do!
Similar situation with Raceroom... but I have to add that playing with proton 4.11, and 5.13 it was working well. But with later proton the pedals are not detected.
Originally posted by @martinezpenya in https://github.com/ValveSoftware/Proton/issues/1321#issuecomment-945190484
- g27 pedals with leo bodnar (works only with proton 4.11 and 5.13, not with the latest version of proton) I've tested this in Assetto Corsa... because raceroom only works with proton-GE 2
I've talked to @martinezpenya to help him. In this case, the kernel doesn't create a /dev/input/js*
entry for this device.
Looking at the SDL code that identifies devices classes, we can see that devices with axes and no buttons are identified as accelerometers: https://github.com/libsdl-org/SDL/blob/373216ae5be62b710ad68524777ae38ca712c53d/src/core/linux/SDL_evdev_capabilities.c#L58
The kernel might be doing the same but I haven't checked.
I don't know how Proton/Steam handles this, but since there's work being done to use SDL where possible, could it be that Steam is ruling out some devices because SDL doesn't report them as joysticks?
Here's my system's behaviors. All devices work on Proton <= 5.0-10. Any greater version of Proton results in only the G29 wheel appearing.
udev
:Devices created by udev
and the kernel:
/dev/input/js0
/dev/input/by-id/usb-Logitech_G29_Driving_Force_Racing_Wheel-event-joystick
/dev/input/by-id/usb-Leo_Bodnar_Logitech®_G25_Pedals_B75139-event-joystick
/dev/input/js1
/dev/input/by-id/usb-Vitaly__mega_mozg__Naidentsev_$'\302\210'$'\302\210'$'\302\210'$'\302\210'ODDOR-handbrake_MMJoy2-20160801-if01-event-joystick
evtest
: works fine with the devices.
sdl-jstest -l
: Only shows the G29 wheel.
sdl2-jstest -l
: Shows all three devices.
I just want to add that I can reproduce this as well. My SHH Shifter
and Logitech Driving Force GT
are detected, but CSL Elite LC
pedals aren't detected in versions of Proton newer than 5.0.X.
All three devices are allocated /dev/input/jsX
devices in my case, however.
I've tracked the problem down to SDL's EV_IsJoystick function. For a device to be classed as a joystick, it must:
As a work around, I've written this program which duplicates a device's axes and adds an A button. I've tested it on Assetto Corsa and Assetto Corsa Competizione with my Fanatec CSL pedals.
I have tested @sambazley's solution and it works! Hats off to you sir/madam - I spent many hours on this and could not crack it.
I've tracked the problem down to SDL's EV_IsJoystick function. For a device to be classed as a joystick, it must:
* have either X and Y axes or a X and Y hat * have a trigger, A button, or 1 button
As a work around, I've written this program which duplicates a device's axes and adds an A button. I've tested it on Assetto Corsa and Assetto Corsa Competizione with my Fanatec CSL pedals.
Please, see https://github.com/ValveSoftware/Proton/issues/5126#issuecomment-949428314.
Your link references SDL1.2 that is deprecated. In my comment there's a reference to the function in SDL2.
@berarma You're right. I assumed the problem was caused by SDL-1.2 since sdl2-jstest found the devices where as sdl-jstest didn't, and because I noticed that it only worked when an A or 1 button was added, but looking now I seen that that function also checks for an A or 1 button.
How to tell SDL that a device with only axes is a joystick, not an accelerometer: https://github.com/libsdl-org/SDL/blob/d4f2f01580454deef8ac43d8939ebc907d4ad759/README-linux.txt
How to tell SDL that a device with only axes is a joystick, not an accelerometer: https://github.com/libsdl-org/SDL/blob/d4f2f01580454deef8ac43d8939ebc907d4ad759/README-linux.txt
Can somebody confirm this? I opened this issue, and I have
ENV{ID_INPUT_JOYSTICK}="1"
in a udev rule for my rudder pedals. It is possible I made an error somewhere else though.
Replying to https://github.com/ValveSoftware/Proton/issues/5126#issuecomment-1014960877
The rules consist of a line like this:
SUBSYSTEM=="input", ATTRS{idProduct}=="0763", ATTRS{idVendor}=="06a3", MODE="0666", ENV{ID_INPUT_JOYSTICK}="1"
Replace 0763
and 06a3
with the product and vendor ids of your device. You can see the ids in the output of the lsusb
command.
The rules consist of a line like this:
Sorry to be unclear. I meant, I have a well-formed udev rule with the correct vendor and product IDs that also includes the ENV{ID_INPUT_JOYSTICK}="1" parameter, as specified in the link you provided. In other words, I tried that before I gave up and opened this issue.
This didn't work me either. I verified that ID_INPUT_JOYSTICK=1 with udevadm info --query=all
, and when that didn't work, I set ID_INPUT_ACCELEROMETER=0, which also didn't work.
This didn't work me either. I verified that ID_INPUT_JOYSTICK=1 with
udevadm info --query=all
, and when that didn't work, I set ID_INPUT_ACCELEROMETER=0, which also didn't work.
Does it something when runing Wine/Proton directly without Steam?
Does it something when runing Wine/Proton directly without Steam?
It works with the same game running through Steam on Wine.
Hey, +1 here. This issue is being bugging me since a while ago with an independent set of pedals for my driving simulator. Same issue as everybody else here with recent versions of Proton (I'm forced to use 5.0-10).
The program written by @sambazley works to an extent. Steam DOES detect the input and I can somehow map the axis, but they are all completely screwed up in terms of the movement, dead zone, etc so still unusable.
sdl2-jstest -l does list my device but again, other programs (like Manjaro's KDE default Game Controller settings page) won´t see it as a joystick.
My pedals have three axis and (of course) no buttons.
@berarma, I've been using your lg4ff for a WHILE (Thanks again for that! and being seeing this since I upgraded my pedals and Proton 5.13 launched.
Happy to help here with any input or logs/tests anybody would like me to contribute with. best, -Aldo
There was a comment with a more flexible mapper: https://github.com/berarma/oversteer/issues/89#issuecomment-1019553258
I haven't checked it, but it seems promising.
Replying to https://github.com/ValveSoftware/Proton/issues/5126#issuecomment-1024723981
Have you tested the workaround in https://github.com/ValveSoftware/Proton/issues/5126#issuecomment-1014421315.
Replying to https://github.com/ValveSoftware/Proton/issues/5126#issuecomment-1024879263
Yes. It was already "on 1" the variable. I created the udev rules anyway, made no difference.
Anyone with this issue should check this: https://github.com/ValveSoftware/steam-for-linux/issues/8443#issuecomment-1054587604
I wish I could report success for the EDTracker thread's tip, but it seems the udev rule is merely setting permissions on the hidraw
device.
At least with my two devices (Leo Bodnar Pedal controller, and a generic handbrake), neither of the proposed ideas work:
# The rule to set permissions does function - but it doesn't let the controller function
KERNEL=="hidraw*", ATTRS{idVendor}=="1dd2", ATTRS{idProduct}=="100c", ATTRS{manufacturer}=="Leo Bodnar", MODE="0660", TAG+="uaccess"
# Manually setting the OS the input device is a Joystick doesn't seem to override anything in SDL, as the devices already report ID_INPUT_JOYSTICK properly. But, just to beat a dead horse...
KERNEL=="input", ATTRS{idVendor}=="1dd2", ATTRS{idProduct}=="100c", ATTRS{manufacturer}=="Leo Bodnar", MODE="0660", TAG+="uaccess", ENV{ID_CLASS}=="joystick", ENV{ID_INPUT_JOYSTICK}="1"
It's not a write permission issue, as far as I can see. steam-runtime-input-monitor
reports the device as:
"guessed_type_flags" : [
"accelerometer"
]
... There might be hope for the single-axis handbrake, though, as it at least reports as /dev/input/js0
(an old-style joystick device). The trick there is the USB device uses an invalid idVendor
and idProduct
(0000 in both - the rules don't seem to work; at least not yet. Maybe a night's sleep will fix it...)
I had an issue with my flight pedals not showing up in steam, only 3 axies. I used this to solve the issue, https://github.com/beniwtv/evdev-spoof-device, maybe it will help you guys out.
No joy with evdev-spoof-device
or virtjs
either.
virtjs
appears to run:
./virtjs /dev/input/by-id/usb-Leo_Bodnar_Logitech®_G25_Pedals_B75139-event-joystick
Leo Bodnar Logitech® G25 Pedals (1dd2:100c)
But proton games launched via Steam do not detect the pedals, and neither does sdl-jstest
.
evdev-spoof-device
doesn't work out of the box with Debian(sid) (index out of bounds), but it's dead simple... I just haven't had time to hack it yet... time being the big thing I wish I had to use to unravel this puzzle.
It's annoying that Steam's steam-runtime-input-monitor
is able to see the devices... and that with Proton 5.0-10, they work -- but newer versions won't make these devices available for use.
Hi,
On Manjaro KDE the rudder is detected when I add my user to the input
group.
$ sdl-jstest --list
Found 2 joystick(s)
Joystick Name: 'Thrustmaster T.16000M'
Joystick Number: 0
Number of Axes: 4
Number of Buttons: 16
Number of Hats: 1
Number of Balls: 0
Joystick Name: 'Thrustmaster T-Rudder'
Joystick Number: 1
Number of Axes: 3
Number of Buttons: 0
Number of Hats: 0
Number of Balls: 0
sudo usermod -aG input <your_user_name>
I've been impacted by this bug too. I'll make a summary:
SUBSYSTEM=="input", ATTRS{idVendor}=="044f", ATTRS{idProduct}=="b68f", ENV{ID_INPUT_JOYSTICK}="1"
The permissions should be verified first with ls and with getfacl, since they use ACLs. There are recommendations to chmod the devices to 0666, but that's less desirable. I was able to compare them with the permissions of my HOTAS.Still affecting me. No issues with my wheel/pedals, but the usb handbrake is not detected by steam or the game (dirt rally 2).
The handbrake is detected by sdl-jstest
, and shows up in the KDE game controller thing.
Tried virtjs
, evdev-spoof-device
, and adding the udev rule -- nothing seemed to make any difference.
I'm not sure if I'm looking at a different issue, but I'd like to share my findings.
I was experiencing issues with my usb-Leo_Bodnar_µBBI_Interface_B92816-event-joystick, showing up in wine, but not proton/steam.
This thread has sort of gone in multiple directions, but looking at the original issue, OP states that his equipment works fine when ran through wine, but it doesn't work through steam.
For me, that rules out a wine or SDL issue.
Maybe I'm chasing a red herring here, but I also noticed that my device was properly detected when I ran protontricks --no-bwrap -c 'wine control joy.cpl' gameid
. Hopefully someone else here can try it and report back. But it sounds like an issue created by the containerization steam uses (bwrap). Is steam whitelisting only certain types of devices into the container?
Again, I am not too versed in the specifics of the steam implementation, and I'm not sure how much deeper I will dive as I have found a ( though not ideal ) workaround.
I am currently using a workaround for my situation.
Similar to evdev-spoof-device
I am using the xboxdrv. It has a feature called --mimic-xpad
which allows any device to be detected as an xbox controller. Proton/Steam then has no problems detecting such a device.
So, I create a udev rule, that fires a systemd unit, with the xboxdrv mapping I chose for my devices.
here's an example systemd unit: https://github.com/Spacefreak18/linux-simracerx/blob/main/dotfiles/.config/systemd/user/button_box.service
here's an example udev rule: https://github.com/Spacefreak18/linux-simracerx/blob/main/udev/91-input.rules
FYI, I was able to use xboxdrv as a workaround for my handbrake as well. I just made a bash script that I can add to my launch options, e.g. spoof-hbrake %command%
.
The deadzone and calibration options map it to just the negative axis, rather than being bidirectional.
#!/bin/bash
xboxdrv --silent \
--evdev /dev/input/by-id/usb-FANATEC_ClubSport_USB_Handbrake-event-joystick \
--evdev-absmap ABS_X=Y2 \
--axismap Y2^dead:-32768:0:1=Y2 \
--calibration Y2=-32768:-32767:32768 \
--mimic-xpad &
trap "kill $!" EXIT
"$@"
I have the exact same problem with my "Thrustmaster MFD Cougar Pack" but this time it isn't recognized by steam because it lacks two axis and only has its 28 buttons. Last working proton version is 5.0-10 . Lutris always worked without any problems, even their newest lutris-GE-Proton7-33 versions.
As a workaround I forked evdev-spoof-device
with a little modification and now it works everywhere without any problems. If a device lacks any axis it now adds two dummy axis so my MFD is properly recognized by steam.
At first I tried protopedal
but that did about the opposite of what i needed. Only mirrors axis and no buttons and adds dummy buttons.
Replying to https://github.com/ValveSoftware/Proton/issues/5126#issuecomment-1162098496
Device: Fanatec CSL LC pedals.
I wasn't able to see the pedals using any version of Proton. After trying the the work around (https://github.com/ValveSoftware/Proton/issues/5126#issuecomment-1113713848) I realized that my user could not see pedals unless I was root. I may have inadvertently changed the ownership while trying different fixes, but it might be worth a check.
While every other device was part of the input group, this device was owned by root:root and had incorrect permissions.
chown root:input /dev/input/eventX chmod 660 /dev/input/event20
I had opened an issue over at steam-runtime because everything was magically working as of mid January. It turns out that some accidental changes to Steam Linux Runtime - Soldier
allowed devices to be detected which previously did not work. Specifically my Heusinkveld Ultimate+ Sim Pedals which report only 3 axis and no buttons were detected on Steam Linux Runtime - Soldier
version 0.20230111.85
with no intervention, but only that version, none before it and none after it.
I'm posting this here because I hope someone smarter than me can figure out why this happened and maybe help make this permanent without persisting the bug referenced in valve's reply.
For 3 glorious weeks I could play every simracing game I had in my library on Linux without any hacks =]
Specifically my Heusinkveld Ultimate+ Sim Pedals which report only 3 axis and no buttons were detected on Steam Linux Runtime - Soldier version 0.20230111.85 with no intervention, but only that version, none before it and none after it.
I think the problem here is that there is no way for Proton and SDL to distinguish between a 3-axis accelerometer and 3-axis pedals, other than "just knowing" that a particular list of device IDs are accelerometers or that a particular list of device IDs are pedals.
This is a design issue in the evdev
interface that Linux uses to represent input devices: the kernel tells us that a device has an X, Y and Z axis, but doesn't give us many clues about what those axes mean. User-space code has to apply heuristics, like "if it has two or more axes and at least one joystick button, then it's probably some sort of gaming controller".
In particular, if a device has an accelerometer (like the one that's part of a PS3/PS4/PS5 gamepad), or if a device is an accelerometer, then all the kernel tells us is: "here is a device, it has X, Y and Z axes and no buttons. Enjoy!" For example, some tablet PCs have a built-in accelerometer to detect which way is up and change the screen orientation, while some older Thinkpad laptops have an accelerometer that was intended to detect the device being dropped and shut down the hard drive to prevent damage. We don't want accelerometers to be used as a gaming input by default, because then tilting your tablet PC or Thinkpad would act as a joystick, which is hilarious but not very practical.
If your sim pedals have 3 axes and no buttons, the information the kernel gives us is ... the same! So SDL assumes it's probably an accelerometer which needs to be avoided unless specifically requested, and so does Proton.
With hindsight, the good solution for this would have been for the kernel to have separate axes for "gaming X-axis" (which would be reported by joysticks) and "accelerometer X-axis" (which would be reported by accelerometers), but it doesn't, and changing that now would be a compatibility break, so we're stuck with it.
When not using a container environment, the workaround for this is that udevd
has a big list of known devices in /lib/udev
, and puts markers on them that say "this is a joystick" or "this is an accelerometer" or whatever, which SDL and Proton can use to refine their heuristic. This isn't meant to happen in versions of Proton that use the Steam Linux Runtime container (that's Proton 5.13+) because it isn't reliable in containers. However, in the versions of the container runtime that caused https://github.com/ValveSoftware/steam-for-linux/issues/9150, this was briefly happening even when in a container, which is why @kevenwyld's sim pedals were suddenly working, and stopped working with the recent hotfix for https://github.com/ValveSoftware/steam-for-linux/issues/9150.
The reason why we don't use udev in versions of Proton that use the container runtime (5.13+) is that it doesn't work properly across a container boundary. The events that tell Proton/SDL about game controller plug/unplug events don't get delivered, so hotplug doesn't work (which is why it caused https://github.com/ValveSoftware/steam-for-linux/issues/9150 when we accidentally used the udev code path). Also, the information that tells SDL/Proton more details about a device is not designed to be compatible between different versions of udev, but the version of libudev inside the container doesn't necessarily match the version in the host operating system. Sometimes it accidentally works (as it did for @kevenwyld recently) - but when it does, that's only through luck, and a udev upgrade could easily make it permanently stop working. So we can't rely on this.
I think the only way to make these devices work in the container environment would be to teach SDL or Proton (I'm not immediately sure which layer is the relevant one here) to be able to recognise them as gaming devices and not accelerometers.
Simulator controls like steering wheels, pedals and flight sticks are less commonly-used than Xbox/Playstation-style gamepads, so recognising gamepads has been a higher priority for the SDL and Proton developers. Pedals are also particularly difficult to recognise reliably if they only have axes and no buttons.
@ttelford:
steam-runtime-input-monitor reports the device as:
"guessed_type_flags" : [ "accelerometer" ]
Yes, that's why SDL and/or Proton is rejecting it: based on the axes and buttons we can see, our best guess is that it is (or could be) an accelerometer. We definitely don't want accelerometers to be treated as joysticks, because then tablet PC users would find that tilting their device acted like a joystick.
Can you post the entire steam-runtime-input-monitor
output for your device? If it's USB and hotpluggable, the easiest way would be:
~/.steam/root/ubuntu12_32/steam-runtime/run.sh -- steam-runtime-input-monitor --direct
{"all-for-now": true}
and then waitsteam-runtime-input-monitor
stops producing new output, press Ctrl+C to exit from itsteam-runtime-input-monitor
output that appeared after the all-for-now
markerIf we're lucky then there might be something else in there that could positively identify it as being sim pedals.
Other people with a similar issue on different devices could do the same.
That's what USB HID report descriptors are for. There may be cases where the information in those descriptors might be wrong and that's when a device list might be needed but first use the information there.
@coljac:
However, if I invoke wine or proton in a different way (say, by setting the COMPAT_PATH and invoking "proton run /path/to/exe") this device does show up and does work. ... (I don't understand how proton invoked from Steam has a different environment
This is because you are, accidentally or intentionally, bypassing the container runtime. Proton 5.13+ is designed to run in a "Steam Linux Runtime - soldier" container, and is not guaranteed to run correctly without that. Even if it happens to work today, it won't necessarily work tomorrow, or next year, or for people running on a different OS.
I have
ENV{ID_INPUT_JOYSTICK}="1"
in a udev rule
Unfortunately this will have no effect on Proton and SDL running inside a "Steam Linux Runtime - soldier" container, because as I described in a previous comment, the udev code path will never be reliable there (and so we avoid using it).
@ttelford:
It's annoying that Steam's
steam-runtime-input-monitor
is able to see the devices
steam-runtime-input-monitor
is designed to output information about all devices that Proton/SDL/Steam would technically be able to use if they wanted to. A device showing up there does not guarantee that it is something that Proton/SDL/Steam would want to use: in particular, accelerometers are not joysticks, and it would be a bug if Wine presented them to Windows games as an emulation of how joysticks appear in Windows. (It should either provide them as an emulation of how accelerometers appear in Windows, or not at all.)
Input devices that only have axes (no buttons) or only buttons (no axes) are collateral damage here, unfortunately.
@martinezpenya:
I have to add that playing with proton 4.11, and 5.13 it was working well
I think perhaps you were mixing up versions? I would have expected Proton 4.11 and 5.0 to be on the "not a container" code path (which would explain different behaviour there), while 5.13 and all later versions run in a container.
@Spacefreak18:
OP states that his equipment works fine when ran through wine, but it doesn't work through steam. For me, that rules out a wine or SDL issue.
The overall system made up of the container runtime, SDL, Wine and Proton is quite complicated, and this is an issue that touches multiple layers. The container runtime cannot be 100% transparent because we're constrained by how other components behave, so SDL/Wine/Proton also need to be doing the right thing.
I think the difference here is that the OP was (intentionally or accidentally) not using the container runtime in the working situation.
But it sounds like an issue created by the containerization steam uses (bwrap). Is steam whitelisting only certain types of devices into the container?
No, the way the container runtime uses bwrap is not designed to be a sandbox or a security boundary, and all devices are made available in the container. The problem is that SDL/Wine/Proton in the container can't use the same code path to identify "good" and "bad" devices that they would use outside the container, so they have to use a heuristic to identify what is a joystick ("good") and what is an accelerometer ("bad"), which works fine for typical gamepads and flight sticks but breaks down in corner cases like pedals that have no buttons.
That's what USB HID report descriptors are for. There may be cases where the information in those descriptors might be wrong and that's when a device list might be needed but first use the information there.
I wish it was that simple! The evdev
devices are a semi-high-level interface to input devices for which user-space doesn't necessarily have direct access. If the kernel can get this information out of the USB HID report descriptors, but doesn't share it with user-space, then user-space can't magic that information out of nowhere.
The information that's available from the evdev
device node is the information that steam-runtime-input-monitor --direct
shows, and that's what's available as input to the heuristics used in SDL and Wine/Proton.
SDL and Proton can access some HID devices via "raw HID", which does provide access to the HID report descriptors, but this only works if user programs are given access to the /dev/hidraw*
device nodes. However, giving user-space access to all /dev/hidraw*
device nodes would be a security vulnerability on multi-user systems, because it would let one user run a keylogger that monitors another user's keyboard input; so the developers of lower layers of the system are (justifiably) reluctant to open up access to those.
Replying to https://github.com/ValveSoftware/Proton/issues/5126#issuecomment-1434539649
There you have the issue that has to be fixed. If the kernel doesn't supply that information then why not fix it? Trying to guess what a device is when the kernel could tell you is the wrong approach in my opinion.
There you have the issue that has to be fixed. If the kernel doesn't supply that information then why not fix it? Trying to guess what a device is when the kernel could tell you is the wrong approach in my opinion.
That isn't something that Proton can do. I've asked some kernel developers to look into it, but even if they solved it in the kernel today, it would take quite a long time for it to get through the kernel review and release process and into your distribution.
(I do agree with you that the ideal long-term solution is for the kernel to give user-space more information.)
Since I am not able to provide much else that might be helping, here is the output of steam-runtime-input-monitor when hotplugging my VRS DirectForcePro Pedals:
{ "added" : { "interface_flags" : [ "event", "readable", "read-write" ], "type_flags" : [ "accelerometer" ], "dev_node" : "/dev/input/event4", "subsystem" : "input", "sys_path" : "/sys/devices/pci0000:00/0000:00:08.1/0000:0d:00.3/usb5/5-3/5-3:1.0/0003:0483:A3BE.0039/input/input68/event4", "bus_type" : "0x0003", "vendor_id" : "0x0483", "product_id" : "0xa3be", "version" : "0x0111", "evdev" : { "types" : [ "SYN", "ABS" ], "absolute_axes" : [ "X", "Y", "Z" ], "relative_axes" : [ ], "keys" : [ ], "input_properties" : [ ] }, "hid_ancestor" : { "sys_path" : "/sys/devices/pci0000:00/0000:00:08.1/0000:0d:00.3/usb5/5-3/5-3:1.0/0003:0483:A3BE.0039", "name" : "Smarty Co. VRS DirectForce Pro Pedals", "bus_type" : "0x0003", "vendor_id" : "0x0483", "product_id" : "0xa3be", "uniq" : "PCC92BBA6B" }, "input_ancestor" : { "sys_path" : "/sys/devices/pci0000:00/0000:00:08.1/0000:0d:00.3/usb5/5-3/5-3:1.0/0003:0483:A3BE.0039/input/input68", "name" : "Smarty Co. VRS DirectForce Pro Pedals", "bus_type" : "0x0003", "vendor_id" : "0x0483", "product_id" : "0xa3be", "version" : "0x0111" }, "usb_device_ancestor" : { "sys_path" : "/sys/devices/pci0000:00/0000:00:08.1/0000:0d:00.3/usb5/5-3", "vendor_id" : "0x0483", "product_id" : "0xa3be", "version" : "0x0100", "manufacturer" : "Smarty Co.", "product" : "VRS DirectForce Pro Pedals", "serial" : null } } }
Has anyone else had the issue of Protopedal now not working anymore aswell? Something changed and now even the workaround doesn't work anymore.
Thank you, this confirms what I suspected. This amount of information:
"types" : [
"SYN",
"ABS"
],
"absolute_axes" : [
"X",
"Y",
"Z"
],
"relative_axes" : [
],
"keys" : [
],
"input_properties" : [
]
is not enough for SDL or Proton to tell the difference between an accelerometer and 3 pedals.
How realistic would something like a environment variable be, where we override this decision by SDL/Proton?
I am not sure where something like that would be placed correctly, but explicitely passing a device over could be quite useful for these scenarios.
Can you post the entire steam-runtime-input-monitor output for your device?
Sorry for the delay, mine looks roughly the same as above:
```json { "added" : { "interface_flags" : [ "event", "readable", "read-write" ], "type_flags" : [ "accelerometer" ], "dev_node" : "/dev/input/event8", "subsystem" : "input", "sys_path" : "/sys/devices/pci0000:00/0000:00:08.1/0000:0e:00.3/usb5/5-3/5-3.2/5-3.2.3/5-3.2.3:1.0/0003:30B7:1003.005F/input/input123/event8", "bus_type" : "0x0003", "vendor_id" : "0x30b7", "product_id" : "0x1003", "version" : "0x0111", "evdev" : { "types" : [ "SYN", "ABS" ], "absolute_axes" : [ "RX", "RY", "RZ" ], "relative_axes" : [ ], "keys" : [ ], "input_properties" : [ ] }, "hid_ancestor" : { "sys_path" : "/sys/devices/pci0000:00/0000:00:08.1/0000:0e:00.3/usb5/5-3/5-3.2/5-3.2.3/5-3.2.3:1.0/0003:30B7:1003.005F", "name" : "Heusinkveld Heusinkveld Sim Pedals Ultimate", "bus_type" : "0x0003", "vendor_id" : "0x30b7", "product_id" : "0x1003", "uniq" : "SP24CB020358DEF856" }, "input_ancestor" : { "sys_path" : "/sys/devices/pci0000:00/0000:00:08.1/0000:0e:00.3/usb5/5-3/5-3.2/5-3.2.3/5-3.2.3:1.0/0003:30B7:1003.005F/input/input123", "name" : "Heusinkveld Heusinkveld Sim Pedals Ultimate", "bus_type" : "0x0003", "vendor_id" : "0x30b7", "product_id" : "0x1003", "version" : "0x0111" }, "usb_device_ancestor" : { "sys_path" : "/sys/devices/pci0000:00/0000:00:08.1/0000:0e:00.3/usb5/5-3/5-3.2/5-3.2.3", "vendor_id" : "0x30b7", "product_id" : "0x1003", "version" : "0x0000", "manufacturer" : "Heusinkveld", "product" : "Heusinkveld Sim Pedals Ultimate", "serial" : null } } } ```
mine looks roughly the same as above
This has RX, RY, RZ axes instead of X, Y, Z, but is otherwise the same "shape". It's useful to confirm that both sets of 3 axes exist as sets of pedals in practice.
@smcv I'm also curious if there isn't some compromise that could be implemented here allowing users to specify device overrides somehow, or simply to detect all devices, even some that might be problematic, when some flag/var is provided. In the absence of a perfect solution that fits everyone's use case it seems like the next best thing would be to allow downstream customization for users who understand the risks.
For example I'm 100% confident that my sim rig doesn't have an accelerometer, and even if it did I'd be fine making it do nothing in game, just like I do with the input from my joystick when I'm not using it.
Another workaround is forcing SDL (which is used by Proton to access joysticks) to use the Linux classic joystick API, using the environment variable SDL_LINUX_JOYSTICK_CLASSIC=1
. Specify e. g. SDL_LINUX_JOYSTICK_CLASSIC=1 %command%
in the Steam launch options.
SDL issue: https://github.com/libsdl-org/SDL/issues/7500, and proposed fix: https://github.com/libsdl-org/SDL/pull/7501.
This occurs with Proton 6.3-6 though I've reproduced with other versions as well.
Issue: USB joystick device (pedals) works via wine and proton, but not when run via steam
Description: I have a set of USB pedals that work fine in wine/proton games and show up in wine's control.exe panel (
ID 068e:00f2 CH Products, Inc. Flight Sim Pedals
). The device has an /dev/input/js and /dev/input/event device. It's a 3-axis joystick. The device doesn't show up in steam controller settings though two other joysticks do. When I play games, or invoke control.exe instead of the game's executable, the pedals are missing. However, if I invoke wine or proton in a different way (say, by setting the COMPAT_PATH and invoking "proton run /path/to/exe") this device does show up and does work. This is a workaround.To reproduce: Run game via steam, then run from the command line with a different environment. In the first case, no pedals joystick; in the latter, it's there and usable. For testing I symlinked the game's launcher executable to proton's wine's control.exe, where I could see/not see the device appear.
I've attached a zip file with:
+hidp,+hid_report,+rawinput,+xinput,+dinput,+plugplay,+joystick,+winmm,+timestamp
) (steam_notworking.log)Attachments here
I also note, when I start Steam from the command line I see this; only the second two show up in game and in controller settings.