Have any gaffers had actual hands on experience with the Steam Controller (or link)?

I searched gaf and couldn't find any first person impressions, but I'm wondering if there are any out there.

I've seen the commercials and some of the reviews from gaming sites, but I'm just curious if any normal dudes/dudetts have tried the controller for more than a 20 minute test, or somehow has one already. Do/Did you like it? Did you pre-order one?

I'm interested in the idea and want to pre-order (in case they are great and then sold out for months), but not sure I want to plunk the money down until I hear from a few more sources than reviewers at trade shows. Not sure if there are even any in the wild, but I guess I'm just checking to see.

Also I'm even more curious about the steam link, specifically how seamless it is, whether theres any network dropouts (basically is it is good as it sounds - plugnplay 1080P streaming from the PC).

So if any of you have either of those devices for some reason and want to post your anonymous opinions, please do!
 
Give me a bit to dig through my post history. Ive had mine since dev days.

here ya go, I'm just gonna repost a bunch of old posts of mine on the subject:

How the controller actually works:

Krejlooc said:
Krejlooc said:
See that big, round, circular pad directly above the thing you're wishing was a d-pad? The thing your thumb naturally extends over? It acts as a d-pad.

And contrary to what someone else posted earlier in this thread, the touchpads are suitable for platformers.
You can also use the cell phone screen as such, but a flat surface doesn't look like the best substitute for a physical D-pad to me.
the difference being a cell phone screen is touch activated and provides no tactile feedback aside from vibrations, where the touchpads can be switch activated to provide a real, literal, physical button depressing.

In other words, the difference between sliding over glass with every slightes contact being represented as input, and depressing an actual button on the left side of the pad to move left, with only that button being depressed being recognized as input.

Which is a pretty huge difference.

Why do those directions need to be separate buttons, anyway? I just can't see an actual benefit to it.

Because they're not directions as separate buttons. They're a cluster of 4 buttons that are labeled with directions. And I explained why they "need" to be like that - because a d-pad resides in that location on most other controllers and developers/beta testers demanded a consistent labeling scheme to make on-screen prompts match in games with legacy support.

EDIT: To explain better, because people honestly still sound confused about how the touchpads work and feel (and because a number of people parrot incorrect inferences about the way the touchpads feel based off of visual inspection -- I.e. "the pad can't be used for fighting games very well"):

qTzQxdU.jpg


The two touchpads are actually two dish-shaped giant buttons that physically depress. They have the throw of an average playstation or xbox or nintendo or sega controller button, to the touch, when you depress them, they feel like giant, concave buttons in the center of the controller where your thumbs rest. The surface of these buttons is a capacitive touchpad, meaning that these two buttons can tell where your fingers are on the button.

These two buttons are attached to powerful and advanced actuators that provide haptic feedback. Most people don't fully understand what haptic feedback is - the most complex haptic feedback that most people have felt is rumble from a controller or phone, which is blunt and not directed. The haptic feedback in these touchpads is much more advanced - in addition to being able to set duration and strength, you can also set sound and direction of feedback. So, where in a typical controller you feel blunt rumble - a sort of blob of haptic feedback that just occurs in every direction in your hand - these touchpads give you localized rumble that only each thumb feels, and that rumble has direction.

There appears to be a lot of myth and misunderstanding about how this haptic feedback feels to the user. I'll admit my previous vocabulary in talks (not necessarily on this board) may not have conveyed the sensation these cause well enough, so I'll be more deliberate with my words. You don't feel buttons or shapes with this haptic feedback - haptic feedback won't make you believe there is a smaller, circular button residing in the top portion of the right touchpad where the triangle button would reside on a playstation pad. Haptic feedback isn't that advanced yet.

What haptic feedback can make you feel, however, is inertia and motion. You've no doubt heard people lament about how good the right touchpad feels as a replacement for the mouse, because when they swipe their finger across it, they feel like the pad is spinning in that direction. They can feel it spinning, they hear it spinning. Their thumb feels like it's in a trackball, and that trackball is rotating in the socket. That's the direction of the haptic feedback. By vibrating localized portions of the pad in concert, and moving the areas that are vibrating, it can simulate the feeling of inertia. Given the dished shape of the pads, this translates, in our heads, to the feeling of controlling a ball. We can spin the ball in any direction we wish, and we'll swear we're feeling a physical ball spinning in the direction our thumb swiped.

Haptic feedback is not the solution to making you feel like you're depressing a button. But the good news is that the thing this haptic feedback is occurring on is a button. A large one that takes up the amount of space that d-pad or analog stick would. Even better is that the same effect we use to make us believe we are spinning a ball with our thumbs can be clubbed and shortened to feel like we are rocking a ball around a pivot. Doing so is very simple to do, and valve's own legacy support already includes this. When I move my thumb the left side of the left pad, I feel like the pad is rocking to the left. I feel like it's shifted and now my thumb is slightly tilting the entire pad to the left, like a rocker d-pad would feel.

Now here's the current problem - valve's legacy support accepts input upon contact with the touchpad. In other words, it ignores the fact that they are buttons, and instead activates upon contact. So, while I still can feel the pad rocking in place, it's too slippery and I can't rest my thumb anywhere without recording input.

The good news is that A) valve has a mode in beta where you need to press the button to activate input, turning the touchpad into a large, physical d-pad that they demoed to the super meatboy devs, and B) devs like myself are making the preference for an activator switch heard and, at least recently on the steamOS dev forum, they said they're working on bringing such a mode to public.

To conclude, when you combine the need to physically depress the button to activate input, combined with the ability to make it feel as though you are rocking the touchpad around a central pivot, along with the physical groves on the touchpad that you use to orient yourself, you find functionality that is as good as any d-pad out there. I know, I've tried it myself. I've done tests using this setup in native mode. It honestly works.

Anybody bitching because those 4 buttons in a diamond formation, labeled up, down, left, and right, won't feel like, say, the sega saturn d-pad and thus won't be suitable for platformers or fighting games or whatever are missing the point. You already HAVE a d-pad of that quality right in front of you. This stuff is still in development, that's why it's not in stores right now. The kinda of kinks I'm describing are precisely why it's in beta, so they can be ironed out by launch.

tl;dr: the touchpads can actually be superb d-pads, and everything you want the 4 buttons to be.

Krejlooc said:
Okay, so the track pads do an excellent job of emulating a trackball(making them decent to good mouse replacements) and rocker-style d-pads. How well do they emulate an analog stick or the classic 4-button diamond? If they do both of those things well, combined with anything they can do that more traditional controller bits can't, I say the dual track pads positioned at the thumbs' natural resting position sounds like a great step forward in controller design. You have all of the major thumb controls in one, can shift to the pair of thumb controls most relevant to the game or even on the fly, and you minimize the need to move the thumb to a secondary thumb control. Not to mention that you can swap direction controls and action buttons without needed a non-standard controller.

well, by virtue of the touchpads knowing where your finger is on the dish itself, it can approximate an analog value from the center. Meaning the controller knows how far away from the pivot you're pressing down. In that regard, it can operate like an analog input, but it certainly doesn't feel like an analog stick. It's hard to explain what it feels like since it's not pressure sensitive either. It's really unlike any analog controller I've worked before. If you notice, the touchpad is separated into 3 rings by ridges - these "zones" can be defined within their legacy controller mapping software to correspond to different values. So like, the inner ring might be walking speed, where the outter ring is running speed. You can do things like assign modifiers to different zones to simulate analog movement from keyboard presses too - doing stuff like making shift be held when you press on the outter ring so that you'll be running in most PC games.

As for simulating a 4-button diamond... it could do that, I guess, the same way it can imitate a d-pad. but it's not very optimal to work like that, because you don't feel the shape and feel of each button as I explained before. It's possible, but I don't think many people will choose to have it work like that. With Sonic all-stars racing transformed, for example, I don't map anything to the touch portion of the right pad, and instead just use it like a single, huge button (think the gamecube controller and it's A button) and rely on the shoulder/trigger/paddle buttons on the back.

Something I guess I forgot to go into detail about in my last post is that there are two modes for the controller - legacy mode, which has the controller acting like a gamepad/keyboard/mouse, and this is the mode everyone has tried and talks about. In this mode, the point is to make those touchpads act like conventional controllers, which it does to varying degrees of success. The other mode, that people don't talk about as much (because there is no commercial app that fully explores it yet) is native mode. In this mode, the controller is a blank slate, and you program your game to use the controller any way you want. This is a much more involved control pad than a traditional controller, in that it can operate in ways unlike any other controller before it. I've said several times in this thread that I've done tests with HL2VR using the steam controller trying out different input methods. My favorite method I've put together so far is a mix of classic doom-style mouse-walking controls and a push-to-activate d-pad. That is to say, when you touch the left pad (but don't press the buttons) then your touch is interpretated as relative input. Meaning, when I put my thumb on the touchpad, that becomes an origin, and when I swipe my thumb across the pad left, I move left X number of small steps, where X is the number of "clicks" my thumb has moved (clicks being the term people are using to describe the sensation of the haptic feedback to gauge input - when you "spin" the touchpad, you hear/feel clicks as it moves, not unlike the center wheel on a mouse). That sounds confusing if you haven't held the controller, but it's intuitive. That sort of control is used for walking speed -- using the touchpad as a d-pad as I described in my previous post makes you run in the cardinal/diagonal direction you press.

It's a control scheme unlike any other I've used and it feels really good. In the heat of battle, you find yourself able to make very fine corrections to your position, while normal walking feels like any other d-pad. I've relayed my experiments with other developers on the steamOS dev boards and sent my suggestions to valve in the last survey. I've heard of other people coming up with similarly radical controller implimentations in native mode - I heard one guy who was using each touch pad as a left/right foot control, where you slide your thumbs down to take steps, each slide down representing X amount of distance traveled where X is the number of clicks passed. Stuff like that.

I really don't think people will get this controller until they hold it in their hands, and until enough people have developed with it to figure out what works and what doesn't.

As for the arrow buttons, if the track pads emulate a d-pad as well as described, if your using the arrow buttons, the trackpad is probably being used as an analog stick replacement and the game is using the arrow buttons for something that doesn't require a proper d-pad.

correct, that's indeed how it's meant to work

Still, it sounds like Valve's dual track-pad design might end up being far more versatile than the dual analog design that has been the standard for the last decade and a half.

It's pretty versatile given the amount of freedom you have to make it work in a variety of ways. The use of each pad might vary greatly from game to game. For aiming, it's vastly superior to an analog stick due to the fundamental ways they work (analog sticks control the acceleration of a camera's movement, the touchpads set a position for the cameras to actually reside at) and really approaches the usability of a mouse. To give an example of how different and empowering the controller is, I played DOTA2 the other day with it. DOTA, with a gamepad, from my couch. I wasn't awesome or anything, of course, but it was fully playable. Such a game isn't really playable at all with a conventional gamepad unless you want to get destroyed. And this is an actiony-genre that console gamers would like, not something like Civ as often cited.

Sounds great, Cooljerk. The way the haptic feedback works sounds pretty awesome, actually, the idea of feeling like you're rolling a trackball or rocking a pad in any direction makes me grin. I REALLY want to try out the controller at some point.

I look at the thread over at NeoGAF, and I see more than a few people either confused by the design of the 'd-pad' or saying "why isn't this a traditional controller, this is dumb" without even thinking that, perhaps, that's what the 360 pad is for. Valve making the same damn thing would be redundant. Innovation sometimes requires throwing out aspects that some people would consider essential to the thing you're working on, in order to see if you can't replace it with something better. Valve making a dual-stick controller would be pointless. Working out the kinks is what the beta is for, but the 'traditional' front button layout and shoulder buttons are about the only traditional thing Valve are gonna be doing with the controller, everything else, they're trying something new, and I applaud them for it. The dualshock design should not be the be-all and end-all of controller design.

I don't really like the word innovation because, these days, it has certain connotations. People describe innovation as inherently superior, a novel way of doing stuff that automatically assumes improvement. Hence why you'll see the opposite sentiment being thrown about as "innovation for the sake of innovation." It feels like a marketing term at this point.

I don't think valve necessarily sees themselves innovating. I think they see their controller more as refinement and redesign. It's a controller with two goals in mind - one, to take keyboard and mice and refit them in a way such that they work on a gamepad as smoothly and seemlessly as possible, and two, to build a new style of controller that offers more methods of input than a traditional controller with greater fidelity. A lot of the requests people make about changing the left pad to an analog stick or whatever stems from their desire to make legacy mode feel better, without taking into account what those sorts of changes would do to native mode. Going forward, valve wants games made with native mode in mind, so the faults this has in legacy mode aren't necessarily driving the design.

Krejlooc said:
The coolest thing about the steam controller is how it works on the low level. It's not emulating a keyboard and mouse, it is a keyboard and mouse. As in, it gets recognized as such in it's default legacy mode. When you reconfigure these controllers in Steam and launch the game, there is no translation software going on, nothing driver level, nothing in between the controller and the game. The secret is in a reflashable firmware on the controller - every time you change the config and launch a game, the controller's firmware is flashed with your configuration. That means it's actually remapping the buttons on the controller itself, not in software.

Where this gets really cool is when you take this thing to a non-PC that isn't running steam: it still works. It's literally a keyboard and mouse. I've used my steam controller on a windows 98 PC - played System Shock 2 with it. I've used it on a playstation. I've used it on my mobile phone. I used it on my dreamcast. You can use it on anything that recognizes a keyboard or mouse, because it is a keyboard and mouse.

Very cool stuff.

XDvlU8t.jpg


One thing everyone seems to miss? See the gyration logo in the middle of the screen? These things have imus inside. You know the motion control fine tune controls in stuff like splatoon or uncharted? You can make every game have those if you want.


Would it be possible to open up the controller and switch the two pads so that I have the d-pad trackpad on the right side?

In the prototypes, the actuators were one solid piece so you couldn't switch them around. But there also wasn't any reason to do so in the original.

Can you post what the control settings were for SS2 please? I'd like to get a look at them to see how they mapped it.

Just to make sure you understand correctly, there are two separate things which can be reconfigured. The controller itself presents itself in hardware as a keyboard and mouse, and by default, if steam isn't present, it'll revert to a default configuration (the exact keys it maps escapes me, I know the left pad is wasd, the right pad is the mouse, one of the buttons around the face is E, one is enter, one is escape, etc).

If you have steam installed, steam itself will reconfigure the controller according to your mappings. What that means is that you tell steam, "Hey, make the left trigger activate the 'E' key," and when you launch the game, steam reprograms the controller internally. That way, when you pull the trigger, it actually sends the key code for the "e" key. That trigger literally becomes the "e" key.

Now, in game, you have a separate set of mappings - the default binding. So you look up in the list and see that the "e" key maps to "use item." So when you pull the trigger, it sends the "e" key, which the game recognizes as "use item." Now, you can reconfigure the key in-game so that, say, the e key makes you fire your gun. That means when you pull the trigger, the controller sends the "e" key, which the game recognizes as "fire gun."

Or, you could do that backwards. If "fire gun" by default is the left mouse button, you can tell steam to make pulling the trigger send the "left mouse" signal, which the game would then recognize as "fire gun."

Now, since I didn't have steam on that windows 98 computer, it defaulted to the normal mappings, and what I did was just go in-game and rebind the keys. So whatever key gets sent when I pressed the left trigger, I would map that to fire, or whatever.

Now, you surely have seen that valve has integrated community key bindings for the steam controller into steam. What this means is that people will change the way steam programs the controller, under the assumption that people will be using the default key bindings for a specific game. That is, if CoD4 makes "e" the "use" key by default, and most people feel comfortable using the "b" button on the controller as the "use" command, they will make the "b" button send the "e" key command.

If you want to go one step further, sometimes what I will do is make each key on the controller send a key press that resembles the button label itself. As an example, sometimes I will tell steam, "make the left trigger send the left arrow key, make the left bumper send the L key, and make the left grip send the [ key. Then make the right trigger send the right arrow key, make the right bumper send the R key, and make the right grip send the ] key."

Then I'll go in game and remap specific uses to those keys. So like, I'll make the R key fire my gun, the L key activate my ADS, etc. That way, when the game flashes keyboard icons corresponding to actions, the label will resemble the controller. It's confusing when some games will flash "press the Q key to heal" and you look at the controller and think, 'which one of these is the Q key?"

It makes more sense when the game tells you "Press <- to heal" and you think "ah, that's my left trigger!"

Hope that makes sense.

Analog means there's gradation levels. You can hold it half way (or anything short of fully depressed) to aim down sights, and then fully press it down to actually shoot. Some people don't like this at all, so they have digital as well which initiates a full button press the instant you depress the trigger even the slightest.

That's not quite what they mean. The trigger is two-stages. There is an anlog slider component, and then, when you get down to the base of the slider, there is another, physical button to depress that you can click. It's exactly like the gamecube should buttons.

Can someone explain how that 'effortless typing from a couch' works? I couldn't work out what was going on in that bit.

When you move to an appropriate text input field, a floating pop up keyboard appears on screen that has two small circular cursors on it:

KqtSkyx.png


The two haptic touchpads reside on large physical buttons (that is to say, they are basically touch pads that sit on a huge button so the entire thing can be pressed like a normal controller button). When you press either touchpad button, it inputs whichever key the cursor is currently over.

Now, the secret to why this feels so good is because the keyboard itself is split into two halves:

lCzrQou.png


Each half of the keyboard corresponds to a 1:1 mapping on each touchpad:

FSIlkuy.png


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You basically move your fingers over the touchpads to press where the key would be if it were actually there.

Any specific questions you have?
 
so you mentioned a lot about accuracy and how it was vastly superior to an analog stick.

how long did it take you to "get it", or feel like you could play as well as with an x360/ps controller?
 
so you mentioned a lot about accuracy and how it was vastly superior to an analog stick.

how long did it take you to "get it", or feel like you could play as well as with an x360/ps controller?

the right pad, that acts like the mouse? instantly. It instantly felt better than an analog stick. The closest comparison would be something like the touch control for Kid Icarus on the 3DS, except under your thumb and comfortable to use.

The left pad, the one that I specifically made act like a d-pad? The default, beta configurations never felt right. The specific one I programmed felt correct pretty quickly.
 
Give me a bit to dig through my post history. Ive had mine since dev days.

here ya go, I'm just gonna repost a bunch of old posts of mine on the subject:
*snip*


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I got my preorder in when they opened them a few weeks ago. This post made me very excited to get my hands on the controller. I wonder how well it works in conjunction with VR.
 
hmm maybe thats why they put the analog stick back in, you think?

definitely, it's meant to ease people into the controller. If they can't get the left pad down, there's a stick to default to.

They are definitely overhauling everything since the beta. As an example, the steam controller configuration menu no longer appears in steam, many of the options on the controller are unavailable at the moment unless you write native code for it.

History of the stick:

So, let's go into a bit of history about how the analog stick itself evolved. Originally, the steam controller was going to have a touch screen in the middle of the pad, like so:

fzV1rGK.jpg


The way this would work is exactly how the touch keyboard described above worked. Valve talked about this at Dev Days. Originally, they had in mind that, when you needed to input text using the controller, a keyboard overlay would appear on screen and on the controller itself. You would type on that controller by moving your thumb around the touch screen, which could also be pressed like a large button. That way, you could look down at your controller and see actual keys if you needed, or you could just glance on screen at the on-screen keyboard and touch-type. They also intended for this screen to be programmable, so developers could design their games to have touch screen components on the gamepad.

Additionally, when in legacy mode, the touch screen would be split into 4 to act as 4 more buttons for input.

When they shipped the original steam controller prototypes, they couldn't actually provide the touch screens, so instead they provided devs with 4 big buttons where the touch screen should go:

RzwQxlc.jpg


This was to give devs an opportunity to start developing their games with touch screen components in mind. Their functionality would have to be limited (because you basically had a touch screen resolution of 2 x 2) but it still got the controller into devs hands.

When you used this controller in legacy mode, those 4 buttons that represented the corners of the touch screen were called 1, 2, 3, and 4. You may also notice there were 4 other buttons on the controller - A, B, X and Y.

Well, the protos go out into peoples hands, and some people just cannot get used to the left haptic pad. This is partly because their legacy mode implimentation is poor (currently, it works like a touch screen where even the slightest touch is registered as input, which is terrible, when it should be push button activated and using the actuators to make it feel like the pad pivots, which makes it feel like a real d-pad), but also because some people were used to old inputs. A near-universal request was to normalize the controller a bit, to provide a more easy transition. As an example, while the controller used to have ABXY buttons, and while it can operate like an X-input device (making it, effectively, an xbox controller), the layout of those buttons were so alien. When people design controls for games, they usually consider the position on the controller. Thus, where certain in-game functions made sense when ABXY were in a cluster, they made no sense when they were spread around the controller.

Additionally, people quickly noticed that there was no corresponding equivalent of the d-pad buttons on the Xbox controller. While ABXY were represented, Up, down, left, and right were not. And in most 3D action games, those buttons are not used to directional input, but rather as odd-ball buttons, like inventory management or maps or things of that sort. Devs wanted an equivalent so that the controller made a bit more sense when they played X-input games.

By this point, valve had also decided that the touch screen input was pretty redundant, as they could duplicate all the functionality, sans the on-controller visuals, with the current touchpads and the ghost keyboard on the screen. So they decided to nix the touchscreen. To prevent devs from losing their functions of the 1, 2, 3, and 4 buttons, and to simultaneously satiate those asking for equivalent d-pad buttons and for something resembling directional input, they compromised and moved them to the diamond cluster. I thought this was pretty logical.

That said, I like the analog stick much more. For the most part, analog sticks are usually better than d-pad input for 3D control. And the left haptic touchpad can emulate a physical d-pad pretty well. It made more sense to replace it with an analog stick, and I think it's the right choice. If devs need an equivalent of the xbox d-pad, they can use the actual touchpad.
 
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I got my preorder in when they opened them a few weeks ago. This post made me very excited to get my hands on the controller. I wonder how well it works in conjunction with VR.

So the Steam Vibe controllers have haptic touch pads on them, just like the steam controller.

My thoughts on the touchpad's potential in VR:

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 played with the controller a bit at GDC 14' I mostly played Strider at the Valve booth, and it was tough for me to get a handle on. Having said that, I only played for about 20 minutes, so it's hard to say that I wouldn't have gotten the hang of it given the appropriate amount of time.

The build quality was a bit low, but the guy working the booth told me that they'd 3-D printed some of the controller components last minute (he was probably being an ass). Although, some of the surfaces were pretty rough feeling, so I felt that explanation may be justified.

I know the pad I used was a prototype, and it has changed quite a bit since then, but I wasn't fully sold on it. Full disclosure, I'm a console fart, and suck at KB&M.

I am also very interested if anyone has used the link as I'm seriously considering buying one.
 

Just want to say thanks Krejlooc for your posts on the controller. I read everything you posted in various threads over the past few weeks/months and it convinced me to place a pre-order before the first batch sold out. I'm really looking forward to playing things like Doom 3 (vanilla/modded), Dragon Age Origins, Mass Effect (ideally the Trilogy launched through Steam) and other KB/M games on my TV.
 
Originally Posted by Krejlooc
One thing everyone seems to miss? See the gyration logo in the middle of the screen? These things have imus inside. You know the motion control fine tune controls in stuff like splatoon or uncharted? You can make every game have those if you want.

That's really cool. How much control do you have over the gyro- for instance, can you adjust the sensitivity/speed so that you can get fast aiming with little movement? Nintendo's games never allow you to alter that, and usually end up requiring big motions.

I also wonder how flexibly you can map it into legacy games. For example, I'd love to play the original 64 Majora's Mask with gyro aiming like the 3D remake. Since one stick controls everything, you'd have to map the gyro to combine with the analog stick input, but then any inadvertent movement of the controller would cause character movement.

That could be solved if the gyro could be toggled on and off by holding a button- when you want to use it to aim you could squeeze in one of the grips to turn gyro input on, that way you wouldn't have motion effecting your character movement. Is something like that possible with the controller's software?

I suppose it's not a huge deal if the gyro controls can't be implemented perfectly in old games, since the trackpads already should give you a big boost over analog sticks, but still.... having the accuracy of a trackpad and gyro together would be really cool.
 
Originally Posted by Krejlooc


That's really cool. How much control do you have over the gyro- for instance, can you adjust the sensitivity/speed so that you can get fast aiming with little movement? Nintendo's games never allow you to alter that, and usually end up requiring big motions.

I also wonder how flexibly you can map it into legacy games. For example, I'd love to play the original 64 Majora's Mask with gyro aiming like the 3D remake. Since one stick controls everything, you'd have to map the gyro to combine with the analog stick input, but then any inadvertent movement of the controller would cause character movement.

That could be solved if the gyro could be toggled on and off by holding a button- when you want to use it to aim you could squeeze in one of the grips to turn gyro input on, that way you wouldn't have motion effecting your character movement. Is something like that possible with the controller's software?

I suppose it's not a huge deal if the gyro controls can't be implemented perfectly in old games, since the trackpads already should give you a big boost over analog sticks, but still.... having the accuracy of a trackpad and gyro together would be really cool.

I don't know how accurate the IMU is. All the controllers have them in them, but they are disabled, unfortunately.

The build quality was a bit low, but the guy working the booth told me that they'd 3-D printed some of the controller components last minute (he was probably being an ass). Although, some of the surfaces were pretty rough feeling, so I felt that explanation may be justified.

Naw, he's telling the truth. Valve said at dev days they 3D print all their prototypes. You can see the grooves in the plastic.
 
I haven't tried the link, but I've used steam streaming from my living room to my office. I use a wired connection on an asus rt-ac66u router, and the stream is buttery smooth with no drops. But a big reason why is because my host PC has an awesome processor - an i7 4790k - and the PC that is the client has a pretty good CPU as well - an i7 4770r. I'm not at all sure how the steam link performs in comparison, but I have one ordered.
 
I beat VVVVVV all the way through with nothing but the Steam controller, if that helps anyone. (shrug)
 
Just wanted to reiterate that the thoroughness is very appreciated Krejlooc.
I've been wanting traditional controllers to move forward for quite some time. The XBOX Elite is a solid step. This Steam controller has me very excited to try it out as an even greater departure from what we've been stuck with for nearly two decades.
Yeah, I figure I'm going to need to route a cat5 and HDMI through the wall and downstairs. Can't imagine wireless is gonna cut it with demanding games.
Walls are easy enough. Up and down can be a test of patience, but string works.
Next time we're going to do it proper with some conduit for future proofing.
 
So, the controller seems pretty solid.... Now about that Link? I really dig the idea of broadcasting my pc down to the home theater.

I use wireless HDMI and while it's not ideal, I love being able to play games on my couch from my computer, especially multiplayer ones. Steam Link seems like it's going to streamline it even further, and combined with the Steam controller? Couch gaming for PC gamers is going to be great, I can't wait.

These posts have hyped me for the controller. My hype died around the time the Xbone Elite controller was revealed because that controller looks AMAZING but is super expensive. So I think I'll stick with the Steam controller.
 
I can't wait for mine. I'm trying to think how I can implement it with FFXIV even though is has great controller support already.
 
This controller ignited my imagination in a way that only the initial promise of the Wii remote did. I really hope we'll see some good utilization of the controller from devs. So many cool things can be done with it.
 
This controller ignited my imagination in a way that only the initial promise of the Wii remote did. I really hope we'll see some good utilization of the controller from devs. So many cool things can be done with it.

What sets the controller apart from anything else is that it is conceptually very different from other controllers. This isn't a gamepad that necessarily needs to be supported explicitly by developers. You can control the entire PC with this controller without missing a beat. I've used the controller as a replacement for my mouse in the past, it feels that natural.

This thing works at an incredibly deep level and can even control things like your PC's bios.

It is a complete PC interface, shaped like a game controller.
 
I'm just wondering if this is going to be sold at retail anywhere, or via third party retailers like Amazon. As dumb as it sounds, I want one but I don't want to spend the 8 bucks for shipping.
 
I'm just wondering if this is going to be sold at retail anywhere, or via third party retailers like Amazon. As dumb as it sounds, I want one but I don't want to spend the 8 bucks for shipping.

It'll be sold at Gamestop.

EDIT: Both the controller and the steam link.
 
How well does click-and-drag and drag-and-drop work? I'm thinking everything from moving items between inventory slots to RTS unit group selection.
 
Krejlooc needs some sort of tag already for his engagement in VR and super informative posts about the Steam controller.
 
Not sure if this was answered in one of the giant posts and I missed it so I'll take a chance and ask. Can you call up that virtual keyboard outside of steam? Can I post to gaf using just the controller :3

Just preordered mine, it sure sounds sweet, couch-pc made extra comfy.
 
Not sure if this was answered in one of the giant posts and I missed it so I'll take a chance and ask. Can you call up that virtual keyboard outside of steam? Can I post to gaf using just the controller :3

Just preordered mine, it sure sounds sweet, couch-pc made extra comfy.

Unfortunately no, the keyboard they displayed is part of the steam interface. You can call that interface up, however, in big picture mode and just go over to the built-in web browser and it'll appear there. Have you used big picture mode recently? It's evolved tremendously since it first launched. The Steam Big Picture interface follows to any program you launch through steam big picture mode, including non-steam apps. So you can launch, as an example, Titanfall and still bring up steam over it.

Outside of steam, if you are in windows, you can call up the built in on-screen keyboard and peck type using it. I've done that in a jam.

SteamOS has similar on-screen keyboards you can install.

I have used Steam Big Picture Mode as the UI for my HTPC in my living room since it first launched.
 
This controller is going to be great even to play Final Fantasy VII. We can configure the directions in a way that we don't need no hold a button to run, if I undstood correctly.
 
What happens when I use the controller with a non-steam game, say my gog copy of Witcher III?

Does it then work as simply as a XBox controller, e.g. is the right pad intelligently mapped to the camera movement and do the buttons correspond to their XBox controller equivalents?

What do the bottom paddles do for non-steam games?

Any game you launch from steam uses the steam api. So if you launch your gog copy of witcher 3 from steam, you can still use steam to.map controls.

The paddles are just two random keys, cant remember their defaults off hand.
 
Thanks for your reply.
So the controller only works if I launch games from steam?

No, you need steam to reconfigure the controller. The controller itself will default to generic keyboard and mouse mapping if steam isn't present.

You mentioned before that 'it's literally a keyboard and mouse' I was assuming that means there's some intelligent plug&play mapping (like the right pad assumes the mouse function and the A button works like the e key).

There is, but you use steam to do the remapping.
 
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