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Steam Controller June update: over 500k sold

Thinking about it some more, maybe something like this would work:


You maintain the comfort of not having to extend/retract your thumb, but achieve a lower travel distance for X and A.

On the other hand, it may add a non-insignificant mental effort to already know which exact button you are going to press when you start moving your thumb, rather than simply having the general goal of moving it "to the buttons" in mind at that point.

That would be kind of garbage for games where the focus will be on ABXY rather than the touchpad.
 
That would be kind of garbage for games where the focus will be on ABXY rather than the touchpad.
Indeed. As I said in my first reply I actually think the current layout is pretty good.

Just throwing out ideas about what could be considered "ideal" if there was no need to think about legacy -- either in terms of software or in terms of muscle memory.
 
I absolutely love mine! I happily used it throughout 90+ hours on Metal Gear Solid V, and now it's helping me through a Dark Souls 1 playthrough currently.

On the latter, I assigned one of the handle grip buttons to run, so I can easily move the camera about while sprinting away from enemies :D...I still usually get killed though gaaah
 
How so? The thumb has to travel a longer distance to reach them at their current spot, especially the X.
I have reasonably small hands, and after a period of adjustment (and figuring out the best way to hold the controller; some good suggestions in the controller community thread), I don't find the buttons to be in a bad spot at all. And if anything, I rather like the positioning now.

My main gripes after six months of use is that my fingers still have difficulty with the grip buttons, and I still can't get the gyro aiming to work well. The horrible clickiness of the buttons is OK after they were worn in. I think the left touchpad works fine as a d-pad for most applications.

Oh, and I wish the Steam+A button to switch inputs played different sounds so I knew which input I was on, and when pressing it to go to a Steam Link it'd start that device (as currently if it's connecting to a different device, I need to press Steam+A, turn off the controller, then turn it on. That's a pain).
 
I've drawn a picture:

The thumb may have to travel farther, but it's in a more comfortable range to reach.
It feels really natural to swivel your thumb left and right, and not as good to have to retract or extend it. At least in my experience.

I guess something like this would work:

But I don't know if it wouldn't be too easy to hit the wrong button that way.

Yeah, the second picture resembles what I had in mind.
 
I absolutely love mine! I happily used it throughout 90+ hours on Metal Gear Solid V, and now it's helping me through a Dark Souls 1 playthrough currently.

On the latter, I assigned one of the handle grip buttons to run, so I can easily move the camera about while sprinting away from enemies :D...I still usually get killed though gaaah

I really need to try out Dark Souls with a SC. I've always used 360 or Xbox One controller with all three games. But running with something other than a face button sounds great.
 
I really need to try out Dark Souls with a SC. I've always used 360 or Xbox One controller with all three games. But running with something other than a face button sounds great.

I can't recommend it enough :) Especially for how the game's level design spirals up+down a lot, makes for such efficient navigation of the environments.

I also put the DSFix fps changer function to the other handle grip, so I can easily drop it down to 30 in case of the game glitching at bonfires ahah. I really can't stress how fantastic those customizable grip buttons are!
 
The biggest issue I had with the controller is how games that don't natively support it also won't support analog input like a regular controller, since it's acting as an interpreter for keyboard inputs.
 
I really need to try out Dark Souls with a SC. I've always used 360 or Xbox One controller with all three games. But running with something other than a face button sounds great.
It's lovely. I've been doing my first playthrough with it, and it feels so natural. Having run as a grip helps you stay aware of your surroundings, since your thumb is free to move the camera. Also, it's one of the few games I've played that feels great with mouse-joystick. Can't recommend it enough.
 
Great news, I got mine at launch and I love it.

Since Sony went with the paid subscription strategy, I've shifted my focus to PC games. With this controller, I can still do that from the couch, and better than before!

So far the most notable games I've completed are MGSV and Dark Souls III. Let me tell you, that camera control is damned amazing with the right touchpad. After playing MGSV with a custom config I found, I don't think I could ever go back to analogue aiming. Hell, I knew the advantages of mouse aiming, and now I can get closer to that in a controller? I can do it on my couch? How are there haters? Honestly.

One thing I don't see mentioned as much is battery life. Why do we have rechargeable controllers that last 10-12 hours when my steam controller has lasted 90-100 hours on one pair of AA batteries?

The only disadvantage I've seen with this things is the lack of a proper D-pad. I kind of hope they ditch the left trackpad on the next version, as I almost never use it as a trackpad, and put in a good D-pad. Of course, that's just me.

The biggest issue I had with the controller is how games that don't natively support it also won't support analog input like a regular controller, since it's acting as an interpreter for keyboard inputs.

This can be done in settings, to an extent. It depends on the game. For example, I use an MGSV config that assigns the walking keys when the stick is tilted slightly, but adds the run button when the stick is pressed all the way. Or maybe it was adds a walk button. Either way, such things can be done.

I haven't explored too much, but there is also mode switching. It may be possible to set it up to act like an xbox stick by "switching modes" even if all the rest of the settings are to emulate keyboard and mouse. If this isn't a thing yet, then perhaps it will be in an update.




The touchpad is just awful, an analogue stick is for the most part much more responsive and intuitive.

Nope. The touchpad is 1-1 control. You move your thumb, the game moves with it. An analogue stick is not 1-1. You press the stick, the game maps stick position to movement speed and direction.

1-1 is much more responsive. Would you rather point and click with a mouse, or a stick?

The fact that you have to fine tune the controller individually for every single game is also a major limitation. The Steam controller is about as far from "Plug and Play" as it gets, which is the opposite of what a good pad should be.

Every individual game has vastly different control needs. The sheer depth of the customization options with the steam controller is incredible, and frankly necessary for any true pc controller.
 
This can be done in settings, to an extent. It depends on the game. For example, I use an MGSV config that assigns the walking keys when the stick is tilted slightly, but adds the run button when the stick is pressed all the way. Or maybe it was adds a walk button. Either way, such things can be done.

I haven't explored too much, but there is also mode switching. It may be possible to set it up to act like an xbox stick by "switching modes" even if all the rest of the settings are to emulate keyboard and mouse. If this isn't a thing yet, then perhaps it will be in an update.

Yeah, but even so, being able to seamlessly regulate your movement speed is one of the aspects I miss the most.
 
I've been very disappointed in the lack of native support in games. I was hoping that as the userbase grows, developers would start taking it seriously, but it's like they don't give a shit. Portal 2 at launch set a bar that next to nobody has matched, or even tried to match.

I don't use mine much anymore, but I'd still probably buy a better built revision, and keep hoping that devs get their shit together.
 
I picked one of these up at Gamestop yesterday due to the sale ($34.99) and I really like it. It takes some getting used to and tweaking of setups but as a comfy couch gamer this is the perfect solution for navigating Windows and playing some of my older M&K games without having to use a relatively uncomfortable wireless keyboard with trackpad. It won't replace the Xbox controller for games that natively support it but for everything else it's a godsend.

Last night I was able to play the PC version of Oblivion with ease using just the controller (unlike Skyrim the PC version of Oblivion only has rudimentary pad support and it's terrible). I downloaded the most popular profile and with some minor adjustments I was in business. The game plays great and I no longer have to return to the 360 version for controller-friendly Oblivion.

Then I added a Steam shortcut for Star Trek: 25th Anniversary (GOG) and proceeded to create my own profile for it. The process of tweaking, playing the game to test, exiting, re-tweaking, repeat took about 20 minutes, but afterwards I had a perfect profile that made playing the game via controller easy and natural.

My only complaint about the controller is the haptics. I just find the vibration and cheap sounding noise coming from the motors more annoying than useful and have turned them off wherever I could.

Overall, I'm very pleased with my purchase, and the steam controller will sit right beside my Xbox pad for PC use.
 
I personally would like to see them split the controller in two, wii style,but symmetrical so the right hand or left hand can be used for gyro on its own. It would also open up new possibilities for control ie. Being able to pull your self forward as in the VR game Climb.

The basis of the controller is fantastic. It does take a while for your brain to register all functions and possibilities, but the open ended user functionality allows for some interesting control schemes and I find myself using someone else's ideas and implementing them into my own control preferences.
 
I've been beyond happy with mine. Having the right pad is just so much better than a stick, and I love the grips. I don't use controllers super often, but when I do I can't imagine having anything other than this. Maybe like a DPAD-only game, which is something I hope they work on in future revisions.
 
I've drawn a picture:

The thumb may have to travel farther, but it's in a more comfortable range to reach.
It feels really natural to swivel your thumb left and right, and not as good to have to retract or extend it. At least in my experience.

I guess something like this would work:

But I don't know if it wouldn't be too easy to hit the wrong button that way.

In your top pic, labeling the buttons clockwise starting at top from 1-4, and labeling the bottom pic from top to bottom 1-4, in the top layout you can hit 1+2, 2+3, 3+4, and 4+1 at the same time with your thumb. That isn't possible on your bottom config, where you can hit 1+2, 2+3, and 3+4, but not 4+1.

Thinking about it some more, maybe something like this would work:


You maintain the comfort of not having to extend/retract your thumb, but achieve a lower travel distance for X and A.

On the other hand, it may add a non-insignificant mental effort to already know which exact button you are going to press when you start moving your thumb, rather than simply having the general goal of moving it "to the buttons" in mind at that point.

With this one, labelling the buttons 1-4 top to bottom, you can hit 1+2, and 3+4, but not 2+3 or 4+1.
 
The only significant improvement I'd like to see in future revisions is, for one, to have both pads up to the quality and ease of click to those on the Vive's controllers, but for the left pad, make it an actual D-pad. Keep the pad, but have it pivot with four unique directional inputs and that allow for easy quarter-circle, half-circle, etc. movements. It should feels similar to D-pad controllers which have it on a circular pad such as the Genesis controller, but while retaining all the benefits of the original touch pad.

That way I can stop saying it's the best controller, but with the exception of D-pad heavy games over and over. ;)
 
In your top pic, labeling the buttons clockwise starting at top from 1-4, and labeling the bottom pic from top to bottom 1-4, in the top layout you can hit 1+2, 2+3, 3+4, and 4+1 at the same time with your thumb. That isn't possible on your bottom config, where you can hit 1+2, 2+3, and 3+4, but not 4+1.



With this one, labelling the buttons 1-4 top to bottom, you can hit 1+2, and 3+4, but not 2+3 or 4+1.

Also many games reference the diamond shape of the button layout when they show button prompts.
 
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