Anyone tried out the Steam controller for themselves? I'm still not sold on the trackpad, but maybe that's just the conservative me talking.
In my experience, the trackpads aren't the analog stick killers that many people in this thread have made them out to be. They can be pretty jittery at high sensitivity settings, and by the time that you lower the speeds to a stable level the pads may not be as fast as a stick with high sensitivity could have been (this is one way in which the pads are far inferior to a real mouse, which I can use comfortably at high speeds without any jittering). I feel like after experimenting a lot with the settings that the pads are capable of more precision, but I'm not blown away by the improvement and if you were really good with a stick it'll take a lot of work to get the pad there.
What
is a surprisingly massive improvement over analog aiming is the gyro control. I just tonight felt like the Steam pad clicked for me and the key was relying on gyro aiming instead of the trackpads. I now use the trackpads just for camera control, which they
do work much better than an analog stick for right out of the gate. You can swipe quickly to turn 180 degrees and then tap your thumb back on the pad to stop in an instant- it feels great. It's generally a faster and much more precise way to direct your view than a stick could ever be.
For aiming, I only use the trackpad to correct my field of view. If an enemy isn't quite centered on screen, a quick swipe is all it takes to focus on them. Then, I go at them with the gyro. The combination works wonderfully. It's like playing Splatoon, but without the weird Y axis lock and low X axis gryo sensitivity.
As far as the more ambitous use of the trackpads is concerned- like using the pad for your face buttons and as a D-pad in platformers- it's pretty sketchy. For instance, I would never play a platformer with the Steam Controller. The Wii U Pro still has those games locked down tight. One great thing I can say about the virtual Dpad emulation is that using touch only to change your weapons and items works and feels great. For simple taps like that, it works exceedingly well. Wall jumping in Super Metroid is a different story.
The face buttons on the right trackpad was a really interesting concept to me, but in practice it causes your camera to jolt in the directions you're pressing and feels like a very messy shortcut to pressing your buttons a little faster. I can't say I've bothered to use it when the grip buttons can fulfill that purpose without any compromises. A game would have to have a very cluttered control scheme for me to make full use of the pad for virtual diamond buttons.
I will say this, I prefer having the haptic feedback, but it definitely is overrated. It does feel like a trackball, it feels like painless static electricity.
I disagree; it's pretty convincing, to the point where you can feel the ball rolling even without your thumb on the pad (the spin's decay can be felt through the whole body of the controller).
Have you tried all of the haptic intensity settings?
The gyro starting to drift basically ruins a play session. Doesn't seem to be any way to quickly recenter or fix it. Ended up having to unplug the receiver and replug it with the controller stationary on a table.
They absolutely needed to have another sensor to cancel drift, like the gamepad's magnetometer. Considering how huge a role the gyro has played in my use of the controller, I
happily would have paid a few extra bucks to not have my controls drift after a few minutes of use.
This is #1 on my wishlist for the probable Steam Controller 2.0.