Steam Controller trailer, $50

If the game is made to recognize the steam controller, it can work as an xinput device without steam running.
Nice. I suppose old Xinput games that don't update to recognize it could still be added as non-steam games to setup a profile for them.
That is all possible. Also, "steam" is a nebulous term these days. When talking about the api in question, it isnt tied to the store front not the steam client itself. You can freely use the api in your game without needing permission from valve, nor do you have to publish on steam or run through the steam client.

There is nothing stopping dolphin from using this. Valve doesnt gate keep their technology.
Great, I was hoping the API would be freely available. This could be an excellent choice for GC and Wii emulation with the dual stage triggers and motion control support.
 
Do I have to pre-order the controller and Link (will it be a limited release) or can I wait and buy one some time after launch?

they'll eventually be sold in stores, you don't have to buy right now.

they sell all the parts separately, too. Some people, as an example, might not ever want to use the steam controller and only want to use a 360 controller.

Nice. I suppose old Xinput games that don't update to recognize it could still be added as non-steam games to setup a profile for them.

yeah, that's what I do.

Great, I was hoping the API would be freely available. This could be an excellent choice for GC and Wii emulation with the dual stage triggers and motion control support.

Valve ties very little to their client. I always chuckle when I see people say that steam is "just a store front."

No, it's a whole development platform. It's pretty robust and fleshed out. Valve provides plenty of tools for devs.

Although I personally use a Smash Bros 4 adapter to use my GCN controller on my PC for dolphin, a dolphinbar for wii emulation.
 
If mame is your thing, try a few trackball arcade titles, like missile command, centipede, marble madness, sega sonic arcade, etc.

It will blow your mind and you will instantly understand what this controller is all about.

I've never thought of trying those out, but considering I'll likely go on a retro gaming spree with this thing, I might be willing to give them a shot.

Oh, I just remembered a question I had concerning the configuration of the touchpads...will joystick emulation always have the middle of pad be the neutral zone, or can you, say, touch down anywhere on the pad and that becomes the neutral zone in the moment? I'm thinking along the lines of how joystick emulation tends to work on many touchscreens, in particular I recall how Super Mario 64 DS did it's joystick emulation. Even if it's not the default setup, can such a thing be programmed in using the API and native mode?

I only ask because I'm really curious about the full capabilities of how the touchpads can be used to interact with not only games but, well, just about anything.
 
I've never thought of trying those out, but considering I'll likely go on a retro gaming spree with this thing, I might be willing to give them a shot.

Oh, I just remembered a question I had concerning the configuration of the touchpads...will joystick emulation always have the middle of pad be the neutral zone, or can you, say, touch down anywhere on the pad and that becomes the neutral zone in the moment? I'm thinking along the lines of how joystick emulation tends to work on many touchscreens, in particular I recall how Super Mario 64 DS did it's joystick emulation. Even if it's not the default setup, can such a thing be programmed in using the API and native mode?

I only ask because I'm really curious about the full capabilities of how the touchpads can be used to interact with not only games but, well, just about anything.

All that is perfectly possible, in both native and legacy mode. You can also define the radius of a deadzone around your origin point.
 
All that is perfectly possible, in both native and legacy mode. You can also define the radius of a deadzone around your origin point.

Oh man, that's so cool. My mind is going to go wild with the possibilities here! Thanks for the info again, your knowledge about this controller is really invaluable.
 
Oh man, that's so cool. My mind is going to go wild with the possibilities here! Thanks for the info again, your knowledge about this controller is really invaluable.

I think these touchpads will best be utilized in virtual reality. The vive controllers are really smartly designed for utility. People seem to have all sorts of terrible preconceived notions about motion controls, when really, its all just 3d mice.

I like valve's solution because it follows a lot of good ui design philosophy, namely that you break down a selection into stages. What I mean is that, assuming a game like say shenmue in vr using the vive controllers. Your arms and wrists are used to move your in-game hands to areas that you want to interact with. Say you close the door behind you and want to lock the door. You would move your hand to a spot close to the door, at which point you would check the position of the controller in 3d space to see if it collides with a boundary box around the door and lock. Once it collides, your touchpads become context sensitive inputs, like zelda. Imagine locking the door - you move your hand near the door, and once it is close enough you get a prompt to use the touch pad. Imagine, to lock the door, you touched your thumb at the top of the touch pad, the rotated your thumb around the edge of the circular pad to actually lock the door, like you were turning a deadbolt lock irl.

Or imagine flipping a light switch - move your hand close to the light switch, then flick your thumb up from the bottom of the touchpad to the top.

Those touchpads give you the ability to discern a very fine point in 3d space with your fingers. These are just off the top of my head ideas, but I know some devs like the eden river people are already trying stuff like this with the vive.
 
I think these touchpads will best be utilized in virtual reality. The vive controllers are really smartly designed for utility. People seem to have all sorts of terrible preconceived notions about motion controls, when really, its all just 3d mice.

I like valve's solution because it follows a lot of good ui design philosophy, namely that you break down a selection into stages. What I mean is that, assuming a game like say shenmue in vr using the vive controllers. Your arms and wrists are used to move your in-game hands to areas that you want to interact with. Say you close the door behind you and want to lock the door. You would move your hand to a spot close to the door, at which point you would check the position of the controller in 3d space to see if it collides with a boundary box around the door and lock. Once it collides, your touchpads become context sensitive inputs, like zelda. Imagine locking the door - you move your hand near the door, and once it is close enough you get a prompt to use the touch pad. Imagine, to lock the door, you touched your thumb at the top of the touch pad, the rotated your thumb around the edge of the circular pad to actually lock the door, like you were turning a deadbolt lock irl.

Or imagine flipping a light switch - move your hand close to the light switch, then flick your thumb up from the bottom of the touchpad to the top.

Those touchpads give you the ability to discern a very fine point in 3d space with your fingers. These are just off the top of my head ideas, but I know some devs like the eden river people are already trying stuff like this with the vive.

Dude, you're making me drool a little, haha. I've wanted context sensitive control schemes and virtual reality ever since I first played Myst. I'm just imagining exploring a world and having a seemless method of interacting within it...I really hope this is going to catch on, it would be about time new controls and new ways to play games start coming out.
 
Dude, you're making me drool a little, haha. I've wanted context sensitive control schemes and virtual reality ever since I first played Myst. I'm just imagining exploring a world and having a seemless method of interacting within it...I really hope this is going to catch on, it would be about time new controls and new ways to play games start coming out.

The eden river people have this one demo where these huge floating mechanical looking box devices appear in front of you. You can spin them around or walk around them. They have glass extreriors kind of like those levels in mario galaxy that take place in tubes. The devices are filled with mazes and a bunch of glowing points. Each hand becomes a fireworks looking sparkler.

The goal of the game is to snake your hands around these devices and activate all the glowing pieces of light without touching the walls. Eventually the mazes and devices become more puzzle-like, where you have to use one hand to pull levers to open doors for the other. If you touch a wall, all the glowing points reset.

It also used redirected walking to make you feel like you walked a very long distance in a straight line even though you are confined to a 15'x15' space.

These controllers are going to allow for so much creativity.
 
So as I understand it, the feedback is achieved not thru a spinning weight (squiggle pens!), but with little pistons? Pistons that can deliver very accurate and rapid single taps? Is there one of these things per pad or more?
 
I checked the first page and couple last pages. Have any of these gone out for impressions yet or have a date for that? I'd love to hear what outlets think of them.
 
So as I understand it, the feedback is achieved not thru a spinning weight (squiggle pens!), but with little pistons? Pistons that can deliver very accurate and rapid single taps? Is there one of these things per pad or more?

Just one force reactor per pad, but the way they work, you feel interia and direction.

I checked the first page and couple last pages. Have any of these gone out for impressions yet or have a date for that? I'd love to hear what outlets think of them.

I have posted tons of impressions throughout the thread.
 
If Valve sell the controller and Link through retailers then I'll wait as retailers tend to do discounts or bundle things link this with gift cards. I they let people get hands on at Pax prime as well.
 
I'm really interested in both the controller and the steamlink, I currently use a small laptop to stream games to my tv but it's far from ideal.
 
Microsoft really should have done this. I can't stop thinking about it. They could have potentially been THE living room box today but they instead decided to join the console race and have to start all over again with their userbase every console generation.

I've been thinking on this for a while too. Imagine if Microsoft had a vision like this way back in 2000 and tried to make, essentially, a Windows console instead of the Xbox. Maybe the technology to make something like the Steam controller didn't exist back then, and digital distribution certainly wasn't as feasible back then, but many of the ideas behind Steam and Steam Machines I think would have been possible.
 
I loved this thing back in the day, but they broke easily. I really liked that it had a top hat control nub on it too.

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Bloody hell! I'd totally forgotten that I had one of those. It had a classic problem though: the cable failed (broken wire I assume) due to constant pivoting at the strain relief.
 
For my sins, I play fighting games with a pad. I've got an usb Saturn pad, but to be honest it's starting to show it's age.
So my question is how's the left trackpad at emulating a d-pad?


On the subject of European joysticks, my weapon of choice was a Zipstick+.

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Does anyone know, Steam Link.

Have they addressed passing it through a receiver? Or do you have to just hook it up to a TV directly?

what do you mean addressed? it has HDMI out, why would it be an issue routing it through a receiver? That's what I'm planning to do.
 
Wait what happened to steams lotus flower thing to typing on a controller?

steam2.jpg


This thing always looked sick!

Still there if you use any other analogue stick controller, just as it is now. The new dual typing split keyboard is specifically for the touch pad inputs
 
I pre-ordered for the Link and mindlessly added in the controller. IDK what I was thinking to be honest, I just knew that the Link was exactly what I wanted for some time now. I guess I thought I needed the controller too. Now that I am more informed, I am pleasantly surprised that the DS3/4 and XB1/360 controllers will also work with the Link. At least now I have options. Can anyone tell me if the Link will support multiplayer? I looked but couldn't find anything definitive.
 
I pre-ordered for the Link and mindlessly added in the controller. IDK what I was thinking to be honest, I just knew that the Link was exactly what I wanted for some time now. I guess I thought I needed the controller too. Now that I am more informed, I am pleasantly surprised that the DS3/4 and XB1/360 controllers will also work with the Link. At least now I have options. Can anyone tell me if the Link will support multiplayer? I looked but couldn't find anything definitive.

It sends the button inputs back to your home PC. So, assuming you can get all your controllers connected, theoretically you should be able to play multiplayer games.
 
Going to hold out for the reviews, at around £40 plus postage on top I need to know that this holds up to scrutiny.
 
I pre-ordered for the Link and mindlessly added in the controller. IDK what I was thinking to be honest, I just knew that the Link was exactly what I wanted for some time now. I guess I thought I needed the controller too. Now that I am more informed, I am pleasantly surprised that the DS3/4 and XB1/360 controllers will also work with the Link. At least now I have options. Can anyone tell me if the Link will support multiplayer? I looked but couldn't find anything definitive.
If the game supports multiplayer then this will.. Local and online. They've been showing Unreal Tournament on it and that's heavily multiplayer. Also, in the trailer it shows two people playing it.
 
Tempted to order the controller and the link, but worried about how well my 5ghz wireless N network is going to handle streaming... Can anyone comment? Can't afford to upgrade to AC right now, if that would even help...wish my house had Ethernet everywhere :(
 
Two questions:

1) How do you get games to recognize the controller as Xinput instead of as a KB/M?

2) How do games that are receiving the controller as a KB/M recognize the analog stick as giving analog input?
 
STEAM
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XBOX
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STEAM
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XBOX
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STEAM
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XBOX
Xbox-One-Controller-Back.jpg


The A, B, Y, X and the Analog stick look very similar. Other than that, XONE Controller doesn't have Dual Stage triggers, Trackpad or Haptic Feedback.
And XONE certainly doesn't last 80hours. lol.
 
Two questions:

1) How do you get games to recognize the controller as Xinput instead of as a KB/M?

2) How do games that are receiving the controller as a KB/M recognize the analog stick as giving analog input?

It's not an either-or situation. You map the individual buttons and touchpads independently of each other. So you can tell your left touchpad to act as a "left analog stick" and your A button to act as a "shift key" and your B button to act as an "A button" and your left trigger to act as a "mouse click" and so forth.

All this is done within steam itself.
 
It's not an either-or situation. You map the individual buttons and touchpads independently of each other. So you can tell your left touchpad to act as a "left analog stick" and your A button to act as a "shift key" and your B button to act as an "A button" and your left trigger to act as a "mouse click" and so forth.

All this is done within steam itself.

Right, but for most games I have used that use Xinput, when it's looking for a controllers it's NOT accepting KB/M inputs, and vice versa. I would assume that means that the game wouldn't know how to accept input from the analog stick at the same time as keystrokes, even if I set it up like that through the Steam overlay
 
Right, but for most games I have used that use Xinput, when it's looking for a controllers it's NOT accepting KB/M inputs, and vice versa. I would assume that means that the game wouldn't know how to accept input from the analog stick at the same time as keystrokes, even if I set it up like that through the Steam overlay

Then in those games, you'd have to either fully map as a mouse and keyboard or fully map as a controller. But offhand, I have never run into a game like that which I can remember.
 
Then in those games, you'd have to either fully map as a mouse and keyboard or fully map as a controller. But offhand, I have never run into a game like that which I can remember.

Huh, maybe I just got confused by the options screen. I know there are games that make you choose if you're using KB/M or a controller, and then you can reassign from there. I just assumed that if I had to choose up-front that the two could not be mingled

Would love to be proven wrong
 
The only games that I've played that don't allow on the fly switching are Fallout 3 and New Vegas.

Hopefully we get native support in Fallout 4.
 
The only games that I've played that don't allow on the fly switching are Fallout 3 and New Vegas.

Hopefully we get native support in Fallout 4.

Well the problem isn't with switching between KB/M and controller, it's letting the game accept inputs from both at the same time (like allowing that analog stick to control movement, while assigning keystrokes to all the buttons)

But given how far away I am from even using this thing, I'll just cross that bridge when I get there
 
Will the preorder still be up next month? I'm thinking of buying it then.

They're not going to stop taking preorders, no. You can also preorder in actual game stores, like gamestop, EB Games, and GAME.

However, after a certain point, you will miss the early shipment in October and will have to wait till November to pick yours up.
 
They're not going to stop taking preorders, no. You can also preorder in actual game stores, like gamestop, EB Games, and GAME.

However, after a certain point, you will miss the early shipment in October and will have to wait till November to pick yours up.

Cool, thx.
 
Well the problem isn't with switching between KB/M and controller, it's letting the game accept inputs from both at the same time (like allowing that analog stick to control movement, while assigning keystrokes to all the buttons)

But given how far away I am from even using this thing, I'll just cross that bridge when I get there

That's what I mean, though. Most games I've played allow for parts of a controller and parts of a keyboard and mouse because they allow on the fly switching between the two. The buttons are just another set of inputs that will always register.

However, the Fallouts (and Elder Scrolls, I imagine) do this annoying thing where you have to pick one or the other and to switch between the two for anything, you have to go through the options and set your input.

I think you could even potentially test this right now using a program like Xpadder.
 
The A, B, Y, X and the Analog stick look very similar.

I'd guess that's because a ton of PC games already default to XBox controller prompts, adding even more letters/colors to the mix would make all those older games very confusing.
 
That's what I mean, though. Most games I've played allow for parts of a controller and parts of a keyboard and mouse because they allow on the fly switching between the two. The buttons are just another set of inputs that will always register.

However, the Fallouts (and Elder Scrolls, I imagine) do this annoying thing where you have to pick one or the other and to switch between the two for anything, you have to go through the options and set your input.

I think you could even potentially test this right now using a program like Xpadder.

I personally can't test it, because I don't have a PC. I'm just thinking out loud. Most of these things will be non-issues by the time Oct 16th rolls around, I can tell
 
That's what I mean, though. Most games I've played allow for parts of a controller and parts of a keyboard and mouse because they allow on the fly switching between the two. The buttons are just another set of inputs that will always register.

However, the Fallouts (and Elder Scrolls, I imagine) do this annoying thing where you have to pick one or the other and to switch between the two for anything, you have to go through the options and set your input.

I think you could even potentially test this right now using a program like Xpadder.

Thanks Gamebryo.
 
The only games that I've played that don't allow on the fly switching are Fallout 3 and New Vegas.

Hopefully we get native support in Fallout 4.

I distinctly recall Driver: SF not supporting it as whenever my X360 controller automatically turned off I'd have to restart the game entirely for it to be detected again. The issue became very frustrating very quickly.
 
I'm a bit out of the loop when it comes to this stuff, so I have a few questions.

1) Is Valve releasing their own, Valve-branded Steam Machine? Or are they only working with other companies, like Alienware, who then will release the Steam Machine via their brand?

2) You can store games on the Steam Machines, right? They won't be streamed?
 
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