Vanilla: Sensors on Linux/Steam Deck

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lightwo
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Vanilla: Sensors on Linux/Steam Deck

Post by lightwo »

Despite finding mentions that gryo is implemented and works correctly, I simply couldn't make it work for the life of me.

First off, Mario 3D World and Toad Treasure Tracker. Nothing substantial, the game uses right stick, it is unnecessary to use gyro. Microphone is required for "blow" action, but I read that it hasn't been implemented in Vanilla yet.

However, I tried Lego City Undercover, and the scanner feature is completely unusable. I don't know how exactly the gamepad tracks the TV (the only camera is in the front, so it must be gryo or accelerometer?), but this cannot simply be worked around with either stick and cannot be skipped. (FYI, sans cutscenes, the feature is shown very early on in the game.)

I haven't extensively tested the Wii U library yet, but I'm afraid this is a pattern for many Wii U games, especially early titles. :(

In order to be more specific, I am testing this on my Steam Deck OLED running CachyOS Handheld. As far as Steam integration goes, it appears to faithfully re-create SteamOS' environment in regards to the separation between "desktop" and "game" mode, i.e. it has a login manager that can load into either of the two exclusive environments.

On desktop mode, I was unable to use the Steam Deck's internal controller or a DualShock 3. I couldn't use the former because the "Connecting to [console name]" screen is immediately cancelled in case I switch the Steam Deck gamepad profile to "gamepad" (long press hamburger button). Even if I use "desktop" profile, gryo does not work.

In game mode however, I had perfect input but no gyro (presumably because Steam Input doesn't let games use gryo directly unless they implement Steam Input API).

I should also mention there is an apparent difference on Steam Deck in regards to Steam running in "desktop" mode or not, it appears that the gamepad appears differently to games if Steam isn't running. Regardless, neither seemed to work.

What can I try? I am getting a bit desperate at this point, even though I am well aware the project is far from finished.
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lightwo
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Re: Vanilla: Sensors on Linux/Steam Deck

Post by lightwo »

Update: Initially I tested a continuous build, but now I built it on my own. The only difference was that the "Connecting to [console name]" screen doesn't get cancelled for no reason, but the rest still applies.
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flatrute
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Re: Vanilla: Sensors on Linux/Steam Deck

Post by flatrute »

If only I could afford Steam Deck in the first place here PepeHands
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lightwo
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Re: Vanilla: Sensors on Linux/Steam Deck

Post by lightwo »

Steam Deck (OLED) itself might be a red herring for all I know, as this issue might not have anything to do specifically with its internal controller.

Unfortunately, the only two controllers I have that have a gyroscope in them are a DualShock 3 and a Steam Controller, neither of which get recognised by Vanilla without Steam Input (esp. Steam Controller, which only works with Steam Input). So, I can't test whether it's a general issue reading sensor information on my specific setup, or something else.

I will admit though, I haven't actually tested whether Steam Controller works on desktop if Steam is running, but not starting Vanilla thru Steam, but I doubt it would actually work. I could test regardless when I find the time for that.
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Re: Vanilla: Sensors on Linux/Steam Deck

Post by flatrute »

lightwo wrote: Mon May 05, 2025 1:33 pm Steam Deck (OLED) itself might be a red herring for all I know, as this issue might not have anything to do specifically with its internal controller.

Unfortunately, the only two controllers I have that have a gyroscope in them are a DualShock 3 and a Steam Controller, neither of which get recognised by Vanilla without Steam Input (esp. Steam Controller, which only works with Steam Input). So, I can't test whether it's a general issue reading sensor information on my specific setup, or something else.
The only thing I know about the OLED model in particular is its unpleasant PWM backlight bug from reports on GitHub MikeBruh
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lightwo
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Re: Vanilla: Sensors on Linux/Steam Deck

Post by lightwo »

OMFG, I finally figured it out.

Well, how would a dumbass (i.e. me) who hasn't ever used the gyro on Steam Deck even know? Gyro sensor is apparently controlled by Steam, wherein it only activates when IT tells it to. Furthermore, by default, it is only active when a finger is resting on R3 or right trackpad, and it has to be assigned to any action, which is also not the case by default.

So, in Steam Input per-game settings, on top of picking an action like "Gyro: As Mouse", you need to also set "Button Behaviour" such that it is active when you want it to be. To emulate the original experience, you can pick "Toggle Gyro On/Off" and press "Select None" so that no button will ever toggle it on or off.

Conveniently, the last piece of the puzzle of stopping Steam from interfering from gyro inputs has been solved in Steam Deck Meta-Issue, and further added into Vanilla itself, so no further action is necessary -- it just works!

Edit: Never mind, it looks like the environment variables are actually still necessary.
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