In apps that support multiple input devices at once, use the Windows.Gaming.Input UWP/WinRT APIs and support the virtual controller, you can clearly see a double input effect happening when using the software.
This issue is very clear in the Xbox game bar or Xbox app.
A possible fix could be to hide the native HID that is created, and only let other programs see the virtual controller. This would likely require a kernel-mode implementation. I'm wondering if it's possible to integrate the HidHide application or its CLI in anyway, which implements its own KMDF.
In apps that support multiple input devices at once, use the Windows.Gaming.Input UWP/WinRT APIs and support the virtual controller, you can clearly see a double input effect happening when using the software.
This issue is very clear in the Xbox game bar or Xbox app.
A possible fix could be to hide the native HID that is created, and only let other programs see the virtual controller. This would likely require a kernel-mode implementation. I'm wondering if it's possible to integrate the HidHide application or its CLI in anyway, which implements its own KMDF.