Remix.run Logo
12_throw_away 13 hours ago

In this big hardware refresh, honestly most excited about finally getting a new steam controller [1], which feels like it might finally give us a better, more extensible standard than the extremely outdated XInput protocol (which still doesn't even support motion controls)

[1] https://store.steampowered.com/sale/steamcontroller

12_throw_away 12 hours ago | parent | next [-]

In my dream world, hardware enthusiasts would be constantly creating absolutely crazy game controllers with bizarre combinations of inputs that look nothing like an xbox 360 controller. There'd be a universal input protocol that would allow for self-describing gamepads with arbitrary numbers of digital buttons, analog sticks and triggers, touchpads, mouse inputs, haptics, gyro sensors, levers, sliders, wheels, etc. etc.

I realize this may not be practical, but it's kind of weird that PCs have been more or less stuck with a protocol designed for XBox 360 controllers for 2 decades now, while the locked-down console space is seeing much more experimentation and innovation around input. The original steam controller at least hinted at being sort of an open platform for this sort of thing, although it didn't really take off. Fingers crossed for the new version.

rtkwe 12 hours ago | parent | next [-]

It's because the two-thumbstick, 8 face buttons, 2 shoulder and 2 trigger form factor covers so many games there's not been a real reason for super wacky controllers. They kind of hit it out of the park on the 360 design and the only real sticking point left is the exact ergonomics which mostly fall into the PS thumbstick position (both lower) vs XBox position (left high and right low).

keyringlight 11 hours ago | parent | next [-]

One big reason would be that the 360 controller was when they first made it standard USB to connect, and introduced Xinput with the standard set of inputs for games to target. I expect most gamers wouldn't find it pleasant if they had to assign buttons and axis before the joypad would be active/useful, then hitting play and trying to remember what JOY_5 mapped to as used to be needed with directinput.

rtkwe 6 hours ago | parent [-]

The number of sticks and inputs hasn't changed much since the XBox and PS1 days either though, it's not just that the 360 and XInput became a default. Outside of Nintendo's experimental time in the Wii and GameCube era it's been the default for several decades and even Nintendo has basically given up and come to the same format since about the Wii U days.

likeclockwork 12 hours ago | parent | prev [-]

The Xbox controller doesn't even have a gyro. Xbox controller design is completely stagnant.

jorvi 11 hours ago | parent [-]

Gyro aiming being on all 3 console platforms would be such a huge boon, because then it could finally get implemented in every shooter. And they could start heavily nerfing the frankly ridiculous aim assist that controllers currently get.

Back buttons would be another nice one. Right now there's just 2-4 buttons too few on controllers, and it often leads to strange button mappings that either shift with context or require multi-button activations, which gets even more annoying if you have to do it during, say, a jump.

rtkwe 11 hours ago | parent [-]

Is that something people are actually asking for? I don't think I've heard of anyone actually pushing for gyro aiming in major shooters like COD, Fortnite etc.

likeclockwork 10 hours ago | parent [-]

It's one of those things that people who haven't experienced simply wouldn't know to ask for. Wii had motion aiming but it was more of a gimmick, it wasn't until playing FPS games on the first Steam Controller that I, personally, realized how much more playable and comfortable gyro aiming made these games-- coming from mouse+keyboard, I found fine-aiming challenges on thumbsticks to be very uncomfortable.

Gyro aiming completely solves both fine aiming and tracking aim on a gamepad when paired with some kind of touch sensitive control for enabling the gyro (natural recentering).

In console FPSes they just automatically track the enemy if they're near your crosshair and call it a day-- giving everyone an aimbot instead of solving the UX issue.

rtkwe 9 hours ago | parent [-]

I've tried Gyro aiming and could not get used to it even in games where it's the 'superior' choice like my brief daliance with Splatoon.

dezgeg 11 hours ago | parent | prev [-]

USB HID actually works pretty much how you describe, for instance a Physical Descriptor can contain metadata about which body part a button/control is supposed to be used with.

It's extremely complicated however (like many things USB), which is probably why everything just emulates an XBox 360 controller like you said.

jorvi 12 hours ago | parent | prev | next [-]

It looks way too chunky, just like the original Steam Controller, Steam Deck or original duke Xbox controller. Not everybody has Jack Reacher hands.

Microsoft really did it right with the XSX controller. They took the old X360 / Xone design (perfect for large and medium hands) shrunk it slightly and then added cut-outs and and angled button surfaces (perfect for medium and small hands). The Elite is similarly good, with the back buttons being elongated and thin, meaning everyone can reach them comfortably without them getting in the way.

hurricanepootis 10 hours ago | parent | next [-]

I own a steam controller and have been using it for multiple years. It's actually really comfortable with the way it sits in my hand. Far more comfortable than whatever sony had going on with the PS4 dualsense stuff

terribleperson 6 hours ago | parent | prev | next [-]

You do not need big hands to use a classic steam controller, you just need to shift your grip. It's actually hard to use a steam controller with big hands. With long thumbs, the proper grip doesn't land your thumbs in the middle of the track pads.

Failing to better communicate the proper grip for the steam controller was a real fuck up on valve's part though. They should have tried to communicate it through design, making it harder to hold wrong.

I am kind of concerned about the size of the new controller, but valve seems to have decided there's no place in the market for a controller without sticks.

archon810 10 hours ago | parent | prev | next [-]

Maybe in size, but at least by weight, it's not bad at all.

Steam Controller weight: 292g.

Nintendo Switch 2 controller: 235g.

Sony Playstation 5 DualSense controller: 280g. DualSense Edge: 322g.

Xbox Wireless controller: 280g. Wireless Elite series 2: 345g.

lawn 11 hours ago | parent | prev [-]

My kids have been using the steam deck since they were 3 years old. Granted, their hands were a bit too small but the Deck is way more manageable than it appears.

ThatPlayer 12 hours ago | parent | prev | next [-]

SInput recently released and got supported by SDL, which plenty of games, but also Steam Input uses. So you can already use SInput in Steam Input. Better than XInput for sure.

https://docs.handheldlegend.com/s/sinput/doc/sinput-hid-prot...

I don't think Steam has ever published specs for their protocol. And without Steam, their old controller would fallback to a mouse/keyboard mode. The Linux kernel drivers (that didn't require Steam) were reverse engineered. Hori released a Steam Controller recently. Even that still had an XInput fallback switch.

WXLCKNO 12 hours ago | parent | prev | next [-]

I love my OG steam controller still. I can't tell if this new one has the dual stage triggers like the og (like if there's an additional click on full trigger pull).

I used that to set things like boost in rocket League and it felt super intuitive.

bargainbin 10 hours ago | parent | next [-]

First thing I checked for! I feel like it's such a niche feature but also distinctive. It's actually a "necessity" for a proper Gamecube emulation experience, which has the two stage shoulder buttons.

Like you, I also used this for boost on Rocket League and it was surprisingly intuitive. You can map it to the triggers lowest threshold to emulate it but without the tactile bump to rest against it just won't work.

esskay 11 hours ago | parent | prev [-]

According to digital foundry it does have dual stage triggers

jdiff 6 hours ago | parent [-]

Praise Gaben. That's the one thing I've needed in any replacement Steam Controller and Valve finally did it before the last of my OG Controllers gave up the ghost.

hnuser123456 12 hours ago | parent | prev | next [-]

No mention of dual stage trigger though, which was my cheat code in rocket league to have one button for accelerate and boost

WXLCKNO 12 hours ago | parent | next [-]

Wow lol. I just posted the exact same comment, there are dozens of us! I literally cannot play rocket league without the steam controller for this reason.

Also set rotate left and right to the grip triggers (roll in aviation terms I guess).

jorvi 11 hours ago | parent | prev | next [-]

You can set a dual-stage trigger in Steam Input binding with any controller its trigger range, its not something unique to the Steam Controller.

hnuser123456 11 hours ago | parent [-]

Sure, but having a tactile bump in the travel makes it that much easier. I can see the argument that it might seem overcomplicated or confusing to typical users though.

jorvi 10 hours ago | parent | next [-]

If we get really lucky, some gamer dev will look at the Sony DualSense driver (yes, they wrote and upstreamed an official one) and figure out a way on how to shim / expose the adaptive triggers to Steam Input bindings.

fwip 9 hours ago | parent | prev [-]

I wonder if the haptics are programmable enough to simulate that.

pythonaut_16 12 hours ago | parent | prev | next [-]

Steamdeck has the dual stage triggers right? (Though maybe just in software?) I'd be shocked if the new controller is less capable than that.

nisegami 12 hours ago | parent | prev [-]

Hoping it's there just not mentioned.

opan 12 hours ago | parent [-]

This controller seems more like it's going for parity with the Deck, which doesn't have dual stage triggers. I wouldn't get your hopes up.

LelouBil 12 hours ago | parent | prev | next [-]

I'm just hoping it has a standalone "pretend it is an xbox/generic controller" mode that doesn't rely on steam, so I can bring it to friends easily.

archon810 10 hours ago | parent | prev | next [-]

I've been using a Stadia controller with my Steam Deck OLED but finally it'll have a worthy upgrade.

pixelready 11 hours ago | parent | prev | next [-]

Same here. The trackpads on the steam deck work great. Might get this for docked mode. Kinda wish a splittable controller was more common for ergonomics ( not great to be clenching your chest on a centered object like that for hours on end, similar to non-split keyboards ). Seems like split controllers are still reserved for VR and nintendo switch style systems for now…

the__alchemist 7 hours ago | parent | prev | next [-]

I wonder how this will compare to the Dual Sense; the haptics on that would be tough to give up!

torginus 12 hours ago | parent | prev | next [-]

Isn't the lack of extensibility kind of the point?

It forces everyone to make the same controller, so the developer knows what the user will have.

mcnnowak 6 hours ago | parent | prev | next [-]

I'm really disappointed that the new controller takes AA batteries though.

alliao 5 hours ago | parent [-]

i love it... I have a whole set of fujitsu/eneloop NiMH batteries

WhereIsTheTruth 12 hours ago | parent | prev [-]

The trackpads are a deal breaker for me

They should have put them just above the joysticks, like the PS5 controller

Better, they should have made them detachable with a magnet, similar to the Switch JoyCon's system, what a missed opportunity

Yokolos 11 hours ago | parent | next [-]

> They should have put them just above the joysticks, like the PS5 controller

I don't understand how that would be in any way ergonomic. The new Steam Controller's layout has a proven track record with the Steam Deck, which is essentially identical. It allows you to play KB&M games like Alpha Centauri on the Steam Deck without any external peripherals. It would be utterly unplayable if the trackpads were in the same place as the PS5's pad, which is basically just used to open a menu or map or for gimmicky in-game gestures.

fwip 9 hours ago | parent | prev [-]

I found the original Steam Controller's trackpad placement to be just about perfect.