Bug: Incorrect Controller Glyphs Displayed in Menus Post 9.6.0 Update
Incorrect Controller Glyphs Displayed in Menus Post 9.6.0 Update
| Status: | Pending Moderation |
| Priority: |
High |
| Added by: |
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| Assigned to: |
Unassigned
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| Due date: | |
| Reported for: | |
| Actual Result: |
Lobby/main menu HUD shows Xbox glyphs (A/B/X/Y, etc.). Prompt set FLICKERS between Xbox glyphs and keyboard/mouse glyphs as the left analog stick is moved. The flicker is tied directly to stick input. This occurs in menus only.
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| Expected Result: |
PlayStation button glyphs (✕, ◯, □, △, L1/L2/R1/R2) displayed throughout all menus and HUD, as was the case prior to 9.6.0.
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| Severity: |
Minor
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| Reproducibility: |
Always
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| Platform: |
Steam
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| Additional Notes & Comments: |
Please restore the pre-9.6.0 behavior of detecting and displaying the PlayStation controller subtype for HUD/menu prompts. Adding a debounce or sticky timer to the device-type detection would also resolve the flicker.
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Steps to Reproduce
- Connect a DualShock 4 via USB on PC (Steam, with Steam Input enabled and PlayStation Controller Support checked in Steam settings).
- Launch Dead by Daylight.
- Navigate the main menu / lobby with the controller.
Explanation
SUBJECT: Controller glyphs incorrect in menus after 9.6.0 — DS4 shows Xbox/KB&M instead of PlayStation
PLATFORM: PC (Steam)
CONTROLLER: DualShock 4 (DS4), wired USB
CONNECTION: Through Steam Input (PlayStation Controller Support enabled)
REGRESSION POINT: Patch 9.6.0
PRIOR BEHAVIOR: PS4 button glyphs displayed correctly throughout the game for years
GAME VERSION: [your current version]
STEAM CLIENT: [stable / beta]
SUMMARY
Since the 9.6.0 engine update, my DualShock 4 is no longer recognized as a
PlayStation controller for prompt-glyph display in menus and the lobby HUD.
The input itself works correctly — only the icons are wrong.
STEPS TO REPRODUCE
- Connect a DualShock 4 via USB on PC (Steam, with Steam Input enabled and PlayStation Controller Support checked in Steam settings).
- Launch Dead by Daylight.
- Navigate the main menu / lobby with the controller.
EXPECTED
PlayStation button glyphs (✕, ◯, □, △, L1/L2/R1/R2) displayed throughout
all menus and HUD, as was the case prior to 9.6.0.
ACTUAL
- Lobby/main menu HUD shows Xbox glyphs (A/B/X/Y, etc.).
- Prompt set FLICKERS between Xbox glyphs and keyboard/mouse glyphs as the left analog stick is moved. The flicker is tied directly to stick input.
- This occurs in menus only.
- The in-game Controls REBIND screen (Settings > Controls) correctly shows PS glyphs (L2, L1, ✕, □, R3, ◯, R1, RS), confirming Steam Input is reporting the device correctly to the game.
DIAGNOSTIC NOTES
This appears to be a UI-framework-level regression introduced by the engine
update in 9.6.0, not a glyph-asset or input-pipeline issue:
- The fact that the rebind menu reads PS glyphs correctly proves Steam Input is passing the device subtype to the game.
- The HUD/menu prompts use a separate code path that has stopped reading the gamepad subtype (PS / Xbox / Switch) and is now falling back to a generic Gamepad default (Xbox).
- The flicker on stick movement strongly suggests "last input device wins" detection without sufficient debounce — analog input is registering as Gamepad, but something between ticks is registering as KeyboardAndMouse, causing the prompt set to oscillate.
- Pre-9.6.0 behavior implies a sticky device lock or subtype hook was in place that has since been removed/broken by the engine bump.
THINGS TRIED (none resolved the issue)
- Toggling Steam Input on/off (off entirely disables the controller, as DS4 has no native xinput driver).
- Multiple Steam Input layouts, including Official "Gamepad With Camera Controls" and default templates.
- Verifying PlayStation Controller Support is enabled in Steam > Settings > Controller.
- Reconnecting the controller before/after launching Steam and the game.
- Restarting the game and Steam.
REQUEST
Please restore the pre-9.6.0 behavior of detecting and displaying the
PlayStation controller subtype for HUD/menu prompts. Adding a debounce or
sticky timer to the device-type detection would also resolve the flicker.
Existing community bug report covering the same regression: #3033 on
bugreport.deadbydaylight.com.
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