

So, if you have a DirectInput controller with buttons 1, 2, 3, 4 for the main buttons, swapping their function doesn't stop the game from telling you to press A, B, X, Y. One more thing to keep in mind is that since the game's controller support was designed for the XBox 360 controller, all buttons it'll show you in game will be XBox 360 buttons regardless of what's printed on your controller. Which would mean your gamepad is in DirectInput mode, of course.Ībout x360ce stuff in the game's config folder: I do not think it'll load anything other than its own ini files from this folder.

I don't know what input API your Thrustmaster gamepad uses, but if the gamepad works at all in the game, and you are experiencing the same button swaps, then my config should work the same for you. So, I'm certain the issue isn't about specific gamepads, but the input technology they use. In DirectInput mode I got the exact same button and axis swaps as many people on these forums. Unrelated, but I was trying to post this on the arkham city discussion page but captcha kept on resetting after pressing add topic, sorry I just made the account to try to put it on there so if I did something wrong my mistake.PKropotkin, I have tested the game only with F710 - It works fine by default in XInput mode.

If someone could archive these and add a link and description on the wiki page that would be great. The fix replaces two shader files that were sourced from the original GFWL release, the steam version's ones are the culprit. Visually the issue is very noticeable when looking at Tyger helicopter searchlights and the first room in the museum with the TVs pointed at Batman, they look like giant polygonal shapes that brighten anything within or behind them from your POV. There's a little reported bug with the GOTY version on steam that causes some DX11 point lights to not blend correctly and show their polygonal edges.Īnd the fix itself in a google drive link:
