Changed controller Steam/Xbox button behavior:
Old behavior: Hold down 3 seconds to launch Big Picture (or single press if you were in desktop Steam).
New behavior: Pressing once will change focus to Steam if it doesn't have focus. If it has focus, pressing once will launch Big Picture.
Fixes collision with the hold-down-for-4-seconds method of turning off the controller.
NeoGAF is an issue occasionally on this TV: most text is just slightly too small given the distance, and I'd rather slide quickly over to see all the readable posting formatted perfectly within the frame than adjust the zoom (copy or paste button + scrollwheel) to fit the whole page width onscreen or click the wheel.
So, I prefer playing fps with a pad.
Aiming with mouse is fine, but I suck at moving with the keyboard.
Sprinting, ducking, laying down, etc.
Almost breaking my fingers.
Played the cod: black ops 3 pc beta with a controller and it was fine. (aim assist helped of course)
Will I be able to achieve better results with the steam controller?
Anyone here tried the older cod games?
Thanks, I didn't consider solving the reading issue outside of the controller. But I still want to know how to fix the stick problem, because that's how a stick is supposed to work, right?
How is something like ctrl+alt+delete handled? If I want to be able to use that to exit a game that has its own bindings, am I gonna have to set it up to work with each game? Is there a best way to handle it?
The client beta also has this update:
- Fixed buttons mis-firing on the Steam Controller right after leaving a game
Not sure if this will also relate to the issue some, including myself have where the dpad can occasionally lose its shit. Will test it later
Could just set the CTRL+ALT+DEL / CTRL+SHIFT+ESC (Or even ALT+F4) key combinations to Select or one of the grip buttons and that should work. And yeah, you'd have to do that per-game.
And its possible to turn off the controller without starting BPM by pressing the steam button for 10sec finally now.
- Added Trigger Mouse Dampening. Squeezing the trigger can now engage a dampening factor to the mouse mode.
Thank you for contacting Steam Support.
We have heard similar symptoms from other users and actually have some fixes due to be released over the next week. Please ensure that you are opted into the most recent Steam Client beta to receive these updates.
New Firmware released:
An update to the Steam Controller's firmware has been released. You must be in the Steam client Beta and running Big Picture mode to receive the update.
Update notes:
- Gyro auto-calibration improvements
- Increased trackpad active area
- Battery life improvements
http://steamcommunity.com/games/353370/announcements/detail/38638504977848272
So now that you can mode shift using the triggers, is it possible to lower the sensitivity while aiming down the sights in a TPS?
Edit: Maybe this will accomplish what I want:
Update notes:
- Gyro auto-calibration improvements
So now that you can mode shift using the triggers, is it possible to lower the sensitivity while aiming down the sights in a TPS?
Edit: Maybe this will accomplish what I want:
Interesting, Valve believes my problem (which doesn't seem to exist for other people? I don't know it's hard to really say until I get my hands on another controller) is software, nto hardware related.
Hopefully this works out. I'm... a little doubtful?
The trackpad feels even better now. Works all the way to the edge.
Mine has changed to "shipping soon" too.I noticed that my status on the controller changed to shipping soon this afternoon, just a heads up for those people on the 10th November batch direct from valve.
So, I prefer playing fps with a pad.
Aiming with mouse is fine, but I suck at moving with the keyboard.
Sprinting, ducking, laying down, etc.
Almost breaking my fingers.
Played the cod: black ops 3 pc beta with a controller and it was fine. (aim assist helped of course)
Will I be able to achieve better results with the steam controller?
Anyone here tried the older cod games?
Mine has changed to "shipping soon" too.
What you want to do is mode shift the right pad. Set your ADS button as the mode shift button for the right pad, and then adjust the sensitivity to your liking. You could also increase the smoothing to stabilize your crosshairs while aiming down sights.
Yes - use the mouse dampening function, or you can use the tiggers to mode shift the pad to a lower sensitivity
And like the PS4 controller, Valve has also added motion detection in the form of a gyroscope for extra versatility. “We’ve found a lot of our hardcore FPS players are starting to map that to mouse input,” says Walker. “The gyro feeds mouse input in, and the right pad generates mouse input as well, and the controller synthesises those two inputs before it sends them to the game. So with something like Counter-Strike, where you care about aim a lot, you use your right pad for large scale movement, turns etc, and your gyroscope for very fine aim on top of that. This was not something we expected, it’s not what the design was for, but they’re finding that mix of large scale and very fine movement is working for them”.
Steam Client Beta Update - Oct 26th
Changed controller Steam/Xbox button behavior:
Old behavior: Hold down 3 seconds to launch Big Picture (or single press if you were in desktop Steam).
New behavior: Pressing once will change focus to Steam if it doesn't have focus. If it has focus, pressing once will launch Big Picture.
Fixes collision with the hold-down-for-4-seconds method of turning off the controller.
Gyroscope aiming has been criminally overlooked. Also why it's frustrating Microsoft added no gyroscopes or anything to the XB1 controller as it dooms multiplatform games to just ignore it when it could've been one of the large changes of this generation.I guess this kinda vindicates Valve's community'driven approach to most things. It seems the community came up with a way of using the controller that its designers hadn't thought about.
The only big thing that I still want is a Joystick emulation mode that works just like trackball mode for the mouse. That's actually how emulators typically do joystick emulation with a mouse, anyway-- just take the speed of the mouse and set that as the joystick position. It works beautifully, and it's honestly the simplest and most intuitive way to translate a trackball into a joystick, but for some odd reason it's not an option.
Ok, after playing some more Witcher 3 in Gamepad mode, I think mntorankusu is really on to something here. The Steam Controller needs a velocity-controlled virtual joystick mode.
I think it's generally agreed that for controlling the camera in a game with the right trackpad is great when emulating a mouse/trackball, but pretty rubbish as a virtual joystick. I think one of the primary reasons for this is that camera control just feels better (and is much more precise) when the movement of your thumb on the pad (or your mouse) correlates directly with the movement of the camera. The problem, is that if the relationship between a normal mouse, or the Steam Controller in mouse mode and the camera is <input velocity> -> <camera velocity> for the virtual stick (or, indeed, a real stick) it's <input position> -> <camera velocity>. I think that already feels like junk on a normal stick, though I understand there's a lot of people now who are totally ok with it, but on the Steam Controller it's much worse, because the position of your finger on the pad is more uncertain than it would be with a physical stick, and since the position on the pad is what matters, it just feels like you're a bit out of control all the time.
The solution, as mntorankusu points out, is to set the position of the virtual stick based not on the position of your thumb on the pad, but rather on the velocity of your finger on the pad. Then, the relationship between the input and the in-game camera is <input velocity> -> <stick position> -> <camera velocity> which approximates the desired <input velocity> -> <camera velocity>. With the proper tuning, this should feel a lot like the excellent mouse mode for the trackpad. I'd also give major bonus points if trackball mode was supported, so the position of the virtual stick is determined not by the velocity of your thumb, but by the velocity of the virtual trackball.
Suggest this to Valve. Before the launch they had a Stick Mouse mode, which they took out, because it was unfinished. No idea when it's coming back, if it does, but can't see why they wouldn't be open to add further modes.
How do you suggest things to Valve?
How do you suggest things to Valve?
Ok, after playing some more Witcher 3 in Gamepad mode, I think mntorankusu is really on to something here. The Steam Controller needs a velocity-controlled virtual joystick mode.
I think it's generally agreed that for controlling the camera in a game with the right trackpad is great when emulating a mouse/trackball, but pretty rubbish as a virtual joystick. I think one of the primary reasons for this is that camera control just feels better (and is much more precise) when the movement of your thumb on the pad (or your mouse) correlates directly with the movement of the camera. The problem, is that if the relationship between a normal mouse, or the Steam Controller in mouse mode and the camera is <input velocity> -> <camera velocity> for the virtual stick (or, indeed, a real stick) it's <input position> -> <camera velocity>. I think that already feels like junk on a normal stick, though I understand there's a lot of people now who are totally ok with it, but on the Steam Controller it's much worse, because the position of your finger on the pad is more uncertain than it would be with a physical stick, and since the position on the pad is what matters, it just feels like you're a bit out of control all the time.
The solution, as mntorankusu points out, is to set the position of the virtual stick based not on the position of your thumb on the pad, but rather on the velocity of your finger on the pad. Then, the relationship between the input and the in-game camera is <input velocity> -> <stick position> -> <camera velocity> which approximates the desired <input velocity> -> <camera velocity>. With the proper tuning, this should feel a lot like the excellent mouse mode for the trackpad. I'd also give major bonus points if trackball mode was supported, so the position of the virtual stick is determined not by the velocity of your thumb, but by the velocity of the virtual trackball.
So after reading the feedback here on GAF, I placed the order for the controller through Steam on the 22nd of October. My shipping date shows December 9 2015 :/
But on Amazon, you can pre-order the controller and it shows the shipping date as November 10th so I ordered on there as well. Whichever comes first, I'll just sell the second one.
Fingers crossed.
It's in the OP
though there's a chance they're also reading this thread, as we had a dev posting in the previous one and the Link thread, but just in case here's the email