If it’s RGB stuff OpenRGB is a revelation. For mouses try Piper which is great too. Both unify the configuration of a lot of different brands in professional grade FOSS applications. There’s also the commandline app Headset-Control for which some small GUI frontends exists.
Know nothing about graphic tablets, trackballs or steering wheels but I heard from good experiences. When it comes to VR though…
I’m talking more about force feedback peripherals, head tracking stuff, and especially plugins that work with telemetry from all the different game APIs.
Most FFB steering wheels will function at a basic level, and you can get something like a StreamDeck working with 3rd party software for basic button pressing but getting the whole ecosystem going is currently not possible but may some day work!
At least FFB for my basic saitek gamepad works out of the box in proton games and even in some emulators like dolphin. Haven’t had steering wheels or pedals but always wanted. They are surely a different beast to reverse engineer. I have no doubt racing gear manufacturers will increasingly take care of linux compatibility with the momentum in linux gaming. And then there are all these OSS wizards already working on the most exotic HW. SteamDeck I don’t know. I don’t see that many linux steamers sadly.
I’m a bit of a reverse engineer myself (insert william dafoe meme) and had a successful pull request for controlling rgb lighting on my headset. Nothing compared to steering wheels or the like but I never did reverse engineering before and knew just a little C and it worked and was fun. Thing was I needed Windows to monitor the USB data when switching stuff in the OEM software.
I had to crawl back to windows cuz i couldn’t find a way to run xtoys script, that would trigger a shock collar on being hit/killed in elden ring
But no joke the thing keeping me on my main pc is the niche simulator peripherals. All my games work great but not the extra software I need.
If it’s RGB stuff OpenRGB is a revelation. For mouses try Piper which is great too. Both unify the configuration of a lot of different brands in professional grade FOSS applications. There’s also the commandline app Headset-Control for which some small GUI frontends exists.
Know nothing about graphic tablets, trackballs or steering wheels but I heard from good experiences. When it comes to VR though…
I’m talking more about force feedback peripherals, head tracking stuff, and especially plugins that work with telemetry from all the different game APIs.
Most FFB steering wheels will function at a basic level, and you can get something like a StreamDeck working with 3rd party software for basic button pressing but getting the whole ecosystem going is currently not possible but may some day work!
At least FFB for my basic saitek gamepad works out of the box in proton games and even in some emulators like dolphin. Haven’t had steering wheels or pedals but always wanted. They are surely a different beast to reverse engineer. I have no doubt racing gear manufacturers will increasingly take care of linux compatibility with the momentum in linux gaming. And then there are all these OSS wizards already working on the most exotic HW. SteamDeck I don’t know. I don’t see that many linux steamers sadly.
I’m a bit of a reverse engineer myself (insert william dafoe meme) and had a successful pull request for controlling rgb lighting on my headset. Nothing compared to steering wheels or the like but I never did reverse engineering before and knew just a little C and it worked and was fun. Thing was I needed Windows to monitor the USB data when switching stuff in the OEM software.