@OllieBranch@illyBytes the controller bit makes sense because the game isn't getting controller input via kwin
wayland doesn't implement controller input (yet, protocol mr exists), so games open /dev/input directly; meaning from the compositor's pov you are idle, no keyboard, touch, pointed, nor tablet input, it simply does not see controller input as input, only the game does
@navi@illyBytes I would think a full screen game would inhibit idle at least, if it were working properly, but I understand wayland not implementing controller input.
I can imagine that problem being either the compositor/DE, or the game (whether native or wine/proton).
Now that I think about it though, shouldn't the compositor be able to detect when a client is fullscreen? Then it could just refuse to idle without really needing to know anything else from the client (if that's the user's preference). Maybe there's something else involved I don't know about.
@OllieBranch@illyBytes i mean, yes, i just did that for sway for_window [app_id=.*] idle_inhibit fullscreen
but that's kinda of a hack, and often not really always correct; if i fullscreen something like a kicad window to work on smth, i still expect idle timers to kick in