Steam Controller trailer, $50

Officially licensed controllers of varying sizes make too much sense. Not sure why The Big 3 haven't gotten on board this train (though I suppose The Duke/S was one of the first examples of this, though not by design)

This never ended up getting released, but they did eventually release the smaller Japanese six button pad in the west (which I guess this would have originally been a rebranding of). I'm surprised that it hasn't really been done since (or reversed controllers for left handers either for that matter).

O6BfFZD.png
 
This never ended up getting released, but they did eventually release the smaller Japanese six button pad in the west (which I guess this would have originally been a rebranding of). I'm surprised that it hasn't really been done since (or reversed controllers for left handers either for that matter).

O6BfFZD.png

Terrible artists impression.
 
I'm wondering, do they have an option, or would it be possible to make an option that can conditionally turn a trackpad into a sort of radial menu or scroller? I'm thinking something like this:

yVhZYBk.jpg


Obviously the haptics makes something like this much more reliable, but you could also maybe have some kind of onscreen popup ui that shows the numbers/options as you scrolled through them, maybe as either a radial scroll that does not wrap around with each full rotation, one that does wrap, or one with absolute positioning. Would increase the number of readily available inputs especially for MMO's like wow and their 10-12 button quickbars.
 
How good is it with racing sims?
(The xbox360 stick is not precice enough for steering, and I don't want to mount/unmount a wheel all the time.)

I am hoping you will be able to use the outside of the right trackpad for steering in a circular motion, could feel pretty good with feedback.
 
I'm wondering, do they have an option, or would it be possible to make an option that can conditionally turn a trackpad into a sort of radial menu or scroller? I'm thinking something like this:

yVhZYBk.jpg


Obviously the haptics makes something like this much more reliable, but you could also maybe have some kind of onscreen popup ui that shows the numbers/options as you scrolled through them, maybe as either a radial scroll that does not wrap around with each full rotation, one that does wrap, or one with absolute positioning. Would increase the number of readily available inputs especially for MMO's like wow and their 10-12 button quickbars.

That's sorta what "ghosting" was supposed to achieve, but the last time they talked about was at SDD last January, and no idea if it made it in, because no one has talked about it since.

https://www.youtube.com/watch?v=UfN5WK7OzU8

after 14:35 and after 24:30
 
I don't buy you won't be able to play Dota 2 with this controller.

Currently Rustsandstuffs is in bed with a cerebrospinal fluid leak playing Dota 2 with periscope glasses and a 360 controller and doing it quite well.

If he can do that then this should be adequate. Not that you would really want to play with a controller if you didn't have to though, but it is possible.
 
I am hoping you will be able to use the outside of the right trackpad for steering in a circular motion, could feel pretty good with feedback.

I kind of think it would be interesting to see other alternatives. Since there are two trackpads, why not use both for steering just from left to right, as if you were using them to control each hand independently. It could allow for some very violent quick turning. You could also use the click of the pad or a different button to switch one pad to camera control should you want. There are all kinds of possibilities
 
Is the entire UI for the controller only in Big Picture mode?

It was in the prototype. I think we don't have confirmation how it will be at release.

Appears to be the case:

Requirements
  • A Steam Machine or other computer capable of running Steam Big Picture Mode, in order to view, edit, save, and share Steam Controller mappings.

Although I can't really see a reason why they wouldn't also support doing so in the client too, even if that comes at a later date, unless that also uses the BPM interface somehow. Guess we'll wait and see
 
Since the Xbox One chatpad got announced I've been having doubts about following through with my pre-order for the Steam Controller. Getting an Xbox One controller with chatpad/wireless adapter for PC will cost double the price of a Steam controller but at least I know I like it whereas I'm still worried that there will be a bit of a disconnect immersion wise using the touchpads on the Steam controller.

Also have Steam said whether their controller will be locked into the Steam program or will it just be seen as a universal input device by windows, as I play games on GOG and Origin which I know will work properly with the Xbox One controller?
 
Also have Steam said whether their controller will be locked into the Steam program or will it just be seen as a universal input device by windows, as I play games on GOG and Origin which I know will work properly with the Xbox One controller?

If you read a few pages back, Krejlooc said he used it in MS-DOS, BIOS, and I think on a Dreamcast. Nothing is locked, you can use it anywhere you can use kb&m.
 
I'm glad some devs have controllers now, makes me confident that a nice selection of titles will support the controller out of the box at launch. Given Valve's mission with Steam Machines/Steam Link and the Steam Controller, stuff like this really needs to "just work" out of the box with minimal fuss. Making up your own keymaps or using others' is friction to that (but a nice option nonetheless).

Does anyone know if developers will be able to provide a "TV-optimised" interface for their games? I have no doubt that the controller works well, but a lot of games are driven around the pixel-perfect mouse cursor and desk use. That Steam Controller trailer from a couple of months back highlighted the problem -- Cities: Skylines has a lot of small toolbars and close buttons as well as a tiny mouse cursor. Something that works well when you're at a desk, but isn't ideal for playing from the couch or a distance.
 
I'm glad some devs have controllers now, makes me confident that a nice selection of titles will support the controller out of the box at launch. Given Valve's mission with Steam Machines/Steam Link and the Steam Controller, stuff like this really needs to "just work" out of the box with minimal fuss. Making up your own keymaps or using others' is friction to that (but a nice option nonetheless).

Does anyone know if developers will be able to provide a "TV-optimised" interface for their games? I have no doubt that the controller works well, but a lot of games are driven around the pixel-perfect mouse cursor and desk use. That Steam Controller trailer from a couple of months back highlighted the problem -- Cities: Skylines has a lot of small toolbars and close buttons as well as a tiny mouse cursor. Something that works well when you're at a desk, but isn't ideal for playing from the couch or a distance.

Yes. There's an API that provide native support for the controller. We haven't seem much about it yet, though.
 
Since the Xbox One chatpad got announced I've been having doubts about following through with my pre-order for the Steam Controller. Getting an Xbox One controller with chatpad/wireless adapter for PC will cost double the price of a Steam controller but at least I know I like it whereas I'm still worried that there will be a bit of a disconnect immersion wise using the touchpads on the Steam controller.

Also have Steam said whether their controller will be locked into the Steam program or will it just be seen as a universal input device by windows, as I play games on GOG and Origin which I know will work properly with the Xbox One controller?

This is exactly my thought process. Also, I really love the rumble triggers on the XBox One controller.
 
Also have Steam said whether their controller will be locked into the Steam program or will it just be seen as a universal input device by windows, as I play games on GOG and Origin which I know will work properly with the Xbox One controller?

It will work across all games, but you need to launch your game through steam in order to do any customization.
 
Does anyone know if developers will be able to provide a "TV-optimised" interface for their games? I have no doubt that the controller works well, but a lot of games are driven around the pixel-perfect mouse cursor and desk use. That Steam Controller trailer from a couple of months back highlighted the problem -- Cities: Skylines has a lot of small toolbars and close buttons as well as a tiny mouse cursor. Something that works well when you're at a desk, but isn't ideal for playing from the couch or a distance.

Well, that's going to up to the devs.

Yes. There's an API that provide native support for the controller. We haven't seem much about it yet, though.

He doesn't mean that, but devs making 10foot UI. That's up to the devs only.
 
He doesn't mean that, but devs making 10foot UI. That's up to the devs only.

I meant that they are able to recognize you are using the controller instead of always see it as a keyboard and mouse, and so change the UI. But yeah, they still have to do all the work.
 
I wanted to pre-order, then the stupid capital controls in Greece hit and I couldn't get the order out. Who the hell knows when I'll be able to order now, I hope some local stores will have some controllers available in November or else I'm screwed.
 
Searching for news and first impressions about the Steam Controller I came across something I haven't heard before. Apparently someone is making a portable SteamOS console, called the Smash Zero! I didn't find an official thread on it.

http://hexus.net/tech/news/systems/85415-smach-zero-portable-steam-machine-pre-order-date-price/

Is this legit? I hope so!


The price is $299, here are the specs

AMD embedded G-Series SoC 'Steppe Eagle' with Jaguar-based CPU and GCN-based Radeon graphics
4GB RAM
32GB internal memory plus SD Card Slot, USB OTG
5-inch Touch screen with 720p resolution
Configurable tactile gamepads
HDMI video output
Wi-Fi, Bluetooth connectivity
4G mobile network connectivity (PRO model only)
SteamOS
 
I made a thread about it earlier this week: http://www.neogaf.com/forum/showthread.php?t=1093248

not sure if it's legit

Nice! Haptic intensity for trigger? Is this going to be similar to the xbox one controller?

Man, these config screens are taking forever to trickle out. Are they NDA'd or something?

No, they're just probably busy doing other stuff lol or just not in the mood to answer everything. Supernorn said he hasn't messed with it much yet.
 
I just recently built a gaming pc. Because of space issues, my only real option has been to play on my TV, which means mouse and keyboard are a hassle.

I'm really looking forward to playing some classic CRPGs as well as some of the ones from the last couple years. I'm talking about things like
Planescape: Torment
Fallout 1 and 2
Vampire: The Masquerade - Bloodlines
Shadowrun Returns and it's expansions
Pillars of Eternity
etc...

Do you guys think that the Steam Controller is going to be a good solution for finally playing these games?
 
I just recently built a gaming pc. Because of space issues, my only real option has been to play on my TV, which means mouse and keyboard are a hassle.

I'm really looking forward to playing some classic CRPGs as well as some of the ones from the last couple years. I'm talking about things like
Planescape: Torment
Fallout 1 and 2
Vampire: The Masquerade - Bloodlines
Shadowrun Returns and it's expansions
Pillars of Eternity
etc...

Do you guys think that the Steam Controller is going to be a good solution for finally playing these games?

I'd imagine RTWP games like PS:T and PoT will be a little awkward with having to fumble about a real-time ui with a lot of tactical party management simulataneously, however it can be mitigated through liberal use of the pause button and quick bar mapping. Rest of those should play relatively well
 
I just recently built a gaming pc. Because of space issues, my only real option has been to play on my TV, which means mouse and keyboard are a hassle.

I'm really looking forward to playing some classic CRPGs as well as some of the ones from the last couple years. I'm talking about things like
Planescape: Torment
Fallout 1 and 2
Vampire: The Masquerade - Bloodlines
Shadowrun Returns and it's expansions
Pillars of Eternity
etc...

Do you guys think that the Steam Controller is going to be a good solution for finally playing these games?

This control will be perfect for those games
if you sit close enough from the tv
 
I just realized that this comes out on the same day as Fallout 4. Looks like I'll be running an HDMI to my TV and playing it with this. Hopefully it works well.
 
Searching for news and first impressions about the Steam Controller I came across something I haven't heard before. Apparently someone is making a portable SteamOS console, called the Smash Zero! I didn't find an official thread on it.

http://hexus.net/tech/news/systems/85415-smach-zero-portable-steam-machine-pre-order-date-price/

Is this legit? I hope so!



The price is $299, here are the specs

AMD embedded G-Series SoC 'Steppe Eagle' with Jaguar-based CPU and GCN-based Radeon graphics
4GB RAM
32GB internal memory plus SD Card Slot, USB OTG
5-inch Touch screen with 720p resolution
Configurable tactile gamepads
HDMI video output
Wi-Fi, Bluetooth connectivity
4G mobile network connectivity (PRO model only)
SteamOS

Nice find. If it's not bunk I'll make a thread. Off to google.
 
Oh my, this is going to be god-tier with OlliOlli. Personally, I'm hanging to play it with Assault Android Cactus (the twin-stick MP game shown in the controller teaser).

Well there is some good news there. The video didn't have native support, but rather just something Valve came up with. Now though, the developers have the controller and things seem to be going well:

Sanatana Mishra ‏@SanatanaMishra 13h13 hours ago
Ok just set up an awesome mapping for Cactus that makes it really fun on the steam controller :D Love how configurable this thing is!
 
How do the custom mappings work for non Steam games? Does it save a profile for the application that persists every time you launch it? Or does this only work well in a Steam overlay mode? Systemwide seamless stuff like that would be amazing.
 
How do the custom mappings work for non Steam games? Does it save a profile for the application that persists every time you launch it? Or does this only work well in a Steam overlay mode? Systemwide seamless stuff like that would be amazing.

It persists but you have to lauch it through Steam everytime.
 
It persists but you have to lauch it through Steam everytime.

I assume you only need steam to change the mappings.

My understanding is that it overwrites the firmware of the controller which is why krejlooc is able to use the steam controller while playing on a physical Dreamcast. I don't think steam was released on the dreamcast :b
 
I assume you only need steam to change the mappings.

My understanding is that it overwrites the firmware of the controller which is why krejlooc is able to use the steam controller while playing on a physical Dreamcast. I don't think steam was released on the dreamcast :b

He said it worked on the Dreamcast and Windows 98 using the dafault settings, not custom mappings.

Apparently everytime you plug it, the firmware goes back to the default settings until you run a game/application using a custom mapping.
 
He said it worked on the Dreamcast and Windows 98 using the dafault settings, not custom mappings.

I see, you're right:
The physical buttons map to specific keys. If steam isnt present, the controller will default to the normal firmware which has wasd on the right pad, etc.

If steam IS present, then what happens is that the microcontroller inside the controller gets reflashed every time you launch an executable. When you tell steam your mapping, it will actually reprogram the keys internally on the microcontroller. There is no translation software going through, it is literally sending the keypresses.


If certain games support text input through the steamworks api, you get that pop up menu when you entet a text field so you can send a full keyboard set of keypresses.
 
Let me get this straight, old adventure games' (like TLJ) compatibility is eezy-breezy with the SteamRoller?

This changes everything.
 
It persists but you have to lauch it through Steam everytime.

Now that I read it again, there's one thing that is not clear. I don't know whether we have to lauch the game/application through Steam or only have to have Steam running.
This would be good to know, since I'm getting used to GOG Galaxy, and it would be a bummer to have to load everything I wanna use this with as a Steam non-official game.
 
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