EvoMaldonado
Banned
Does anyone know if this can be used with emulators like ZSNES or Dolphin?
Does anyone know if this can be used with emulators like ZSNES or Dolphin?
No. This guy has one and says in the comments that it works fine wired without batteries.
http://devinandrewwhite.com/2015/07/07/everything-you-need-to-know-about-valves-steam-controller/
It can, yes. And since the trackpad is a mouse you'll even be able to emulate the pointer on Dolphin, and most likely it will be possible to use the motion sensor in games like New Super Mario Bros and Mario Kart.
Are the enaloop pro much better than the regular enaloops, cause i don't know which ones to get for the pad, and the pros are so much more expensive than regulars but, if there is a big difference i'll get them.
2015 and I need AA batteries to (wirelessly) power my game controller. Why Valve, why?
My Xbox One controller lasts over 30 hours before I have to put in my other pair of enloop batteries which I have charged and ready to instantly keep going. My Dualshock 4 lasts 5-6 hours if I'm lucky and then takes around 2 hours to fully charge again.2015 and I need AA batteries to (wirelessly) power my game controller. Why Valve, why?
Get regular eneloops. The pros are pretty much tailored to provide a longer charge in high-usage devices like cameras, but their lifespan is reduced in the process and they can sometimes actually drain faster in lower-charge devices like controllers.
Because controllers that use AA batteries are better than controllers with internal batteries that need to be charged through a cable.
?????????Because that actually isn't better. Conflict is going to happen when you have two opposed actions on the same input. Try to have input for a camera look around (which is what the right thumbstick is normally used for in racing games) and you've created 3 potentially simultaneous commands on one input - yes, using the gas and brake at the same time is definitely a thing.
Plus you wouldn't be able to look behind you without braking so you implement that on another button, but don't use the action/face buttons or you'll have to take your thumb off and stop accelerating/decelerating... and this gets convoluted really quickly.
?????????
Left thumbstick > brakes
Right Thumbstick > accelerates
What are the opposite actions on the same inputs you are talking about here?
Four buttons + 2 clicks = 6 inputs total (8 on the Steam controller), between shoulders and Thumbsticks push actions (plus 2 Paddles in Steam controller). 6/8 inputs withouth the need to move your thumbs.
My Xbox One controller lasts over 30 hours before I have to put in my other pair of enloop batteries which I have charged and ready to instantly keep going. My Dualshock 4 lasts 5-6 hours if I'm lucky and then takes around 2 hours to fully charge again.
Batteries are the way to go in controllers.
Not when you have a power outlet right where you sit.
My Xbox One controller lasts over 30 hours before I have to put in my other pair of enloop batteries which I have charged and ready to instantly keep going. My Dualshock 4 lasts 5-6 hours if I'm lucky and then takes around 2 hours to fully charge again.
Batteries are the way to go in controllers.
Because using the same stick to both steer/control your camera as well brake/accelerate is not a fun time.
2015 and I need AA batteries to (wirelessly) power my game controller. Why Valve, why?
Plug the battery charger into the power outlet, swap the batteries when they get low?
Cool cool. Thanks for the heads up.Get regular eneloops. The pros are pretty much tailored to provide a longer charge in high-usage devices like cameras, but their lifespan is reduced in the process and they can sometimes actually drain faster in lower-charge devices like controllers.
Or not have to buy batteries at all and just plug it in and not worry about swapping?
All I need to know is that I can charge the batteries from the USB port and I'm happy.
Can I?
Edit: btw personally my plug is behind my couch. Moving my couch to swap batteries is...not ideal. Also, a shit ton of people play at a desk by a PC with USB ports which could also charge a controller. Just seems backwards to me. Or a choice, battery back or swappable batteries, like the 360 controller.
My big beef with a dedicated battery is they lose performance over time. A lot of people are going to be complaining about how their launch PS4 controllers only work while plugged in a few years from now. If you got AAA rechargeable so, just swap Ina new set and you're good to go.
All I need to know is that I can charge the batteries from the USB port and I'm happy.
Does anyone know if this can be used with emulators like ZSNES or Dolphin?
I remember Skyward Sword being one of the hardest ones to play with a controller because of the control design, could the customisablity and the motion sensor make it perfect for SS? If so I'd finally be able to buy that one.It can, yes. And since the trackpad is a mouse you'll even be able to emulate the pointer on Dolphin, and most likely it will be possible to use the motion sensor in games like New Super Mario Bros and Mario Kart.
I remember Skyward Sword being one of the hardest ones to play with a controller because of the control design, could the customisablity and the motion sensor make it perfect for SS? If so I'd finally be able to buy that one.
My Xbox One controller lasts over 30 hours before I have to put in my other pair of enloop batteries which I have charged and ready to instantly keep going. My Dualshock 4 lasts 5-6 hours if I'm lucky and then takes around 2 hours to fully charge again.
Batteries are the way to go in controllers.
I don't think so. Skyward Sword and other Motion Plus games are tricky because they read the inputs almost 1:1. Maybe people will figure out a way to use it, but I can't see how it would be confortable enough.
I'm saying that not because of the tech inside the controller, but because of the diffence in physical layout between the Wii Remote Plus + Nunchuck and this controller.
Do you have any recommendations for a really good charger. ?
Ok. thanks again.I just use the one that came with the batteries.
All this talk of dual analog sticks being "archaic" is really strange to me as well... They were a really major addition to controllers in the 90's. Previous to that, there were very few FPS games available on consoles, because they were extremely hard to make and were extremely clunky in general. There was a reason why it was generally laughable to say you were making an FPS for a console with a controller. It wasn't until dual-sticks came along that you could actually make it fairly comparable to the experience you got on PC up to that point. Halo being the biggest example of them doing this right, and for that notion to get swept away.
Plus, it meant that in games where they wanted you to control the camera, without the analog stick, they needed to use two buttons on the controller to control camera rotation left and rotation right. Analog stick eliminated that, and also gave the developer easy access to do vertical rotation as well, without taking up more buttons.
I'm not arguing that there isn't a better, more precise method. I have really high hopes for the track pads on the Steam Controller. But anyone who argues that dual-sticks were BAD for the industry...? Hell no. That is crazy talk.
Exactly.It wasn't the dual sticks that made shooters work on console, it was the autoaim. They are still just as bad to control on dual sticks as they always were, it's just that they learned to fudge the aiming so that people can actually hit things. Either via sticky aim or snap-to on ADS. Before they did that this is how dual analog shooters were thought of:
Any control scheme that requires such levels of artificial assistance simply to be playable is not the right control scheme for that type of game. Dual analog has been an outdated standard since 3rd person platformers went out of fashion.
It wasn't the dual sticks that made shooters work on console, it was the autoaim. They are still just as bad to control on dual sticks as they always were, it's just that they learned to fudge the aiming so that people can actually hit things. Either via sticky aim or snap-to on ADS. Before they did that this is how dual analog shooters were thought of:
Any control scheme that requires such levels of artificial assistance simply to be playable is not the right control scheme for that type of game. Dual analog has been an outdated standard since 3rd person platformers went out of fashion.
whatyearisthis.jpg
I've been playing shooters with a controller for years and NEVER use autoaim (at least in games that don't force it) and I never have an issue aiming or getting the target.
If this isn't a pure "git gud" post I don't know what is.
How it started, you may have a point, but now? Jesus no.
whatyearisthis.jpg
I've been playing shooters with a controller for years and NEVER use autoaim (at least in games that don't force it) and I never have an issue aiming or getting the target.
If this isn't a pure "git gud" post I don't know what is.
How it started, you may have a point, but now? Jesus no.
Almost all shooters on console have auto aim. People always say they don't use auto-aim just because they are used to how it feels or they have the option off in options, but there is still aim assistance built into the game to make it playable. Test it yourself, find a friend and go into a private online game on opposite teams, have him stand still and roll the crosshair over him at a constant speed and watch it slow down. Also try aiming down the sight near him at varying distances to see where the snap-to engages.
If you want to play PC games that don't already support controllers (older PC games, RTS games, etc, then yes this is better than a 360 controller.So is the steam controller that much better than my
PC xbox 360 usb controller? Not sure it's that
revolutionary where I need one...
Pray tell, what is the analog function in Mariokart?
Or Dark Souls? CoD? What about Bayonetta? How about Assassins Creed? Man I loved the analog pressure sensitivity in Halo.
Wait a second...
Fact of the matter is dodging in Bayonetta and parrying in Souls games becomes much easier with digital triggers. Analog provides them nothing.
Both. Halo pioneered the "sticky aim" method of lowering the sensitivity when the reticle is over an enemy, but it also has a slight amount of what most people think of as "auto aim", where the game will literally pull your aim towards a target and alter the trajectory of projectiles if they're slightly off target. It's a lot more obvious when you're on a vehicle with weapons.Did Halo 1 have auto or sticky aim?
^ It's basically 0 effort to replace built in batteries in controllers, every 7 years or w/e.
yupIf you pre-order the controller through Steam are you charged now?
All this talk of dual analog sticks being "archaic" is really strange to me as well... They were a really major addition to controllers in the 90's.
I'm not arguing that there isn't a better, more precise method. I have really high hopes for the track pads on the Steam Controller. But anyone who argues that dual-sticks were BAD for the industry...? Hell no. That is crazy talk.
It wasn't the dual sticks that made shooters work on console, it was the autoaim. They are still just as bad to control on dual sticks as they always were, it's just that they learned to fudge the aiming so that people can actually hit things. Either via sticky aim or snap-to on ADS. Before they did that this is how dual analog shooters were thought of:
Any control scheme that requires such levels of artificial assistance simply to be playable is not the right control scheme for that type of game. Dual analog has been an outdated standard since 3rd person platformers went out of fashion.
Here's a hint: compare your first sentence to your second one.
I don't think anyone is saying or even implying that dual analog made things worse than if consoles never implemented it and kept using the D-pad all this time. Obviously, analog sticks opened up a lot more possibilities for console games.
What people are saying is that gaming should have outgrown dual analog by this point. It was the best technology that was practical back in the 90's. Now, it's literally the least precise method of cursor control available. You can use a mouse, trackball, IR camera, gryo sensor, or trackpad to aim and any of of them will be far superior in both speed and precision.
People are too stubborn and insular to let dual analog go and try new input types. The Wii remote is a prime example of this; it was a revolutionary controller for shooters, yet most of the hardcore FPS crowd on MS and Sony systems lambasted it as a shitty controller without even trying it.
The only thing dual analog still does well is the left half of the controller. An analog stick is fine there, and I would argue that it's preferable to any other input. This is why the Steam controller still has an analog stick on the left, because so many critics didn't like the trackpad for character movement. For blunt directional movements, dual analog works great, much better than the arrows on a keyboard. It's the right half of the controller that desperately needs to evolve. Again, the Wii remote made a lot of progress in this direction.
Do you really think auto-aim was put in as the same time as dual analog sticks? No.
Auto aim was around long before that, both on PC's and on consoles. On PC, it was extremely prevalent before the mouse became mainstream. Many PC games to that point handled the vertical aiming on your behalf, and you just needed to rotate the character
.....
I don't think I would enjoy this when moving the camera in third person games. The Witcher 3 part made it seem like it would be annoying after a while.
That was showing a more mouse-like style of camera movement. However, you can configure it to act more like a joystick.
There will be tons of different control schemes for games available I'm sure.
I don't think I would enjoy this when moving the camera in third person games. The Witcher 3 part made it seem like it would be annoying after a while.
A really good way to feel what a shooter is like without auto aim is to play with a friend in a private game, but set yourselves to the same team (as team mates don't have auto aim applied to them) and see how hard it is to get a kill.Almost all shooters on console have auto aim. People always say they don't use auto-aim just because they are used to how it feels or they have the option off in options, but there is still aim assistance built into the game to make it playable. Test it yourself, find a friend and go into a private online game on opposite teams, have him stand still and roll the crosshair over him at a constant speed and watch it slow down. Also try aiming down the sight near him at varying distances to see where the snap-to engages.
I actually think it'd be interesting to have a console multiplayer shooter without auto aim, since it's not a totally worthless control scheme by any measure (it's just worse the KB&M), it'd just be fun to compete on who is legitimately best with a controller. Though now that I think about it, maybe that actually wouldn't be fun, I remember playing PDZ and thinking that it might not have auto aim, due to how annoyingly difficult it was to hit anything. That game sucked so bad.