DSU Client: Difference between revisions

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→‎DSU Server Applications: for Wii Remotes, recommend using Dolphin's built-in feature instead of a DSU Server
m (→‎Dolphin: make this more clear)
(→‎DSU Server Applications: for Wii Remotes, recommend using Dolphin's built-in feature instead of a DSU Server)
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=== Linux ===
=== Linux ===
As of {{revision|5.0-11484}}, motion axes of Wii Remotes, DualShock 3 and DualShock 4 controllers can be directly mapped in Dolphin through evdev input API. Additionally, the following servers are available:
* '''[https://github.com/TheDrHax/ds4drv-cemuhook ds4drv] (TheDrHax fork):''' compatible with all DualShock 4 controllers.
* '''[https://github.com/TheDrHax/ds4drv-cemuhook ds4drv] (TheDrHax fork):''' compatible with all DualShock 4 controllers.
* '''[https://github.com/v1993/linuxmotehook linuxmotehook]:''' compatible with Wii Remotes. For Wii titles, it's recommended to connect the Wii Remotes directly to Dolphin instead of using a DSU Server.
* '''[https://github.com/v1993/linuxmotehook linuxmotehook]:''' compatible with Wii Remotes. Starting with {{revision|5.0-11684}}, Dolphin can map Wii Remote buttons and motion axes directly, by enabling "Connect Wii Remotes for Emulated Controller" option on Controller Settings. Consider using Dolphin's built-in functionality instead of linuxmotehook.


=== Windows ===
=== Windows ===
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* '''[https://github.com/FrogTheFrog/steam-gyro-for-cemuhook Steam Gyro for CemuHook]:''' compatible with Steam Controllers.
* '''[https://github.com/FrogTheFrog/steam-gyro-for-cemuhook Steam Gyro for CemuHook]:''' compatible with Steam Controllers.
* '''[https://github.com/nefarius/ScpToolkit ScpToolkit] (Nefarius fork, [https://github.com/rajkosto/ScpToolkit/releases requires patching]):''' compatible with DualShock 3 and older DualShock 4 controllers (model CUH-ZCT1x). Since ScpToolkit is unmaintained and has connectivity issues with the newer DualShock 4 controllers (model CUH-ZCT2x), its usage is recommended only with DualShock 3 controllers. For DualShock 4 controllers, use DS4Windows instead.
* '''[https://github.com/nefarius/ScpToolkit ScpToolkit] (Nefarius fork, [https://github.com/rajkosto/ScpToolkit/releases requires patching]):''' compatible with DualShock 3 and older DualShock 4 controllers (model CUH-ZCT1x). Since ScpToolkit is unmaintained and has connectivity issues with the newer DualShock 4 controllers (model CUH-ZCT2x), its usage is recommended only with DualShock 3 controllers. For DualShock 4 controllers, use DS4Windows instead.
* '''[https://forum.cemu.info/showthread.php/140-WiimoteHook-Nintendo-Wii-Remote-with-MotionPlus-Rumble-and-Nunchuk-support WiimoteHook]:''' compatible with Wii Remotes. For Wii titles, it's recommended to connect the Wii Remotes directly to Dolphin instead of using a DSU Server.
* '''[https://www.ppxclub.com/675647-1-1 WiimoteHook]:''' compatible with Wii Remotes. Starting with {{revision|5.0-11684}}, Dolphin can map Wii Remote buttons and motion axes directly, by enabling "Connect Wii Remotes for Emulated Controller" option on Controller Settings. Consider using Dolphin's built-in functionality instead of WiimoteHook.


=== macOS ===
=== macOS ===
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=== Motion sensors ===
=== Motion sensors ===
The configuration of motion sensors are mostly used on the "Motion Input" tab of Emulated Wii Remotes present in {{revision|5.0-11083}} and newer, although nothing prevents you from binding the motion sensor axes in other places as well. By default, the Accelerometer and Gyroscope bindings should be already populated with the matching axes from the DSU Server.  
The configuration of motion sensors are mostly used on the "Motion Input" tab (since {{revision|5.0-11083}}) and on "Extension Motion Input" tab (since {{revision|5.0-11478}}, visible only when Nunchuk is the currently selected extension) of Emulated Wii Remotes, although nothing prevents you from binding the motion sensor axes in other places as well. By default, the Accelerometer and Gyroscope bindings of the "Motion Input" tab should be already populated with the matching axes from the DSU Server.  


If they are blank (e.g. the current controller configuration was created by an older Dolphin version), you can manually assign the corresponding motion axes by right-clicking each binding and picking the corresponding axis on the end of the list or you can simply click on the Default button in the main window (but keep in mind this will reset all bindings in all tabs).
If they are blank (e.g. the current controller configuration was created by an older Dolphin version), you can manually assign the corresponding motion axes by right-clicking each binding and picking the corresponding axis on the end of the list or you can simply click on the Default button in the main window (but keep in mind this will reset all bindings in all tabs).
Additionally, if you're on Linux, you can completely skip the whole setup of DSU Server/Client and directly assign the motion sensor axes of most controllers by selecting the corresponding <code>evdev/x/xxxx</code> entry on the Devices drop-down menu, thanks to the Linux evdev API natively exposing motion axes.


=== Emulated pointer ===
=== Emulated pointer ===
Also a new feature in Dolphin {{revision|5.0-11083}} and newer, if the Accelerometer and Gyroscope bindings of the "Motion Input" tab of Emulated Wii Remotes are assigned correctly, the Wii Remote IR Pointer position will be derived from the motion sensors, thus dispensing the need for a sensor bar. To fine-tune the emulated pointer, you can assign a button to recenter the cursor when pressed and can also adjust the maximum rotation of the yaw axis through the bindings present on the "Point" section in the "Motion Input" tab of Emulated Wii Remotes.
On Dolphin {{revision|5.0-11083}} and newer, if the Accelerometer and Gyroscope bindings of the "Motion Input" tab of Emulated Wii Remotes are assigned correctly, the Wii Remote IR Pointer position will be derived from the motion sensors, thus dispensing the need for a sensor bar. To fine-tune the emulated pointer, you can assign a button to recenter the cursor when pressed and can also adjust the maximum rotation of the yaw axis through the bindings present on the "Point" section in the "Motion Input" tab of Emulated Wii Remotes. Also, starting with Dolphin {{revision|5.0-11205}}, this feature can be manually disabled in case you still want to map the IR Pointer through the bindings of the "Motion Simulation" tab.


== Troubleshooting ==
== Troubleshooting ==
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Assuming you've set up your DSU Server correctly, here's a common checklist:
Assuming you've set up your DSU Server correctly, here's a common checklist:
* Is the DSU Server running?
* Is the DSU Server running?
* Did you enable DSU Client in Dolphin? (Controller Settings => Alternate Input Sources)
* Did you [[DSU_Client#Dolphin|enable the DSU Client in Dolphin]]?
* Did you specify the correct server IP Address and server port on Dolphin?
* Did you specify the correct server IP Address and server port in Dolphin?
* Have you checked if both the DSU Server application and Dolphin are whitelisted on your OS firewall?
* Have you checked if both the DSU Server application and Dolphin are whitelisted on your OS firewall?
* Is there any other DSU Client program running at the same time as Dolphin?
Additionally, on Windows, you can use the [https://files.sshnuke.net/PadTest_1011.zip DSU Pad Test] application to check if the DSU Server is communicating correctly. If no devices are detected on the DSU Pad Test, you should check your DSU Server settings before trying to use the input devices with Dolphin.
Additionally, on Windows, you can use the [https://files.sshnuke.net/PadTest_1011.zip DSU Pad Test] application to check if the DSU Server is communicating correctly. If no devices are detected on the DSU Pad Test, you should check your DSU Server settings before trying to use the input devices with Dolphin.


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