this post was submitted on 19 May 2025
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My bad, I have no idea what other options there are in steam but I'm pretty sure you can use SDL for controllers which wouldn't blow up xinput's buffer
it's an interesting case for sure. i'm assuming this is upwind of SteamInput because there's no way to get the game itself to switch input stacks unless they've built in multiple ones.
my intuition tells me this happens because there are no event consumers for gamepads active when playing with keyboard, however that seems way too simplistic, all you need is a drain in that case.