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Updated Steam controller design leaked via Valvetime

You mean where you have to perform multiple swiping gesture to move the camera around? I remember that Portal demo and I don't see how that's more precise than an analog stick.

It's more precise because it can be configured as a first order input method, i.e. sliding your thumb some units of distance turns your camera a proportional number of degrees. This is contrasted with an analog stick (second-order) where you can only control the speed at which your camera turns.

As far as needing multiple swipes, that's something that can be easily adjusted by changing the sensitivity. I believe you can also make it into a first order/second-order hybrid, where it's possible to hold your thumb at the edge or use a swiping gesture to pan the camera like a stick, while still being able to aim like a mouse using the center of the pad.
 
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Dunno if we really need a touchpad with dpad guides. Just make it an actual analog stick on the main position, and an actual dpad on the secondary one.

One touchpad, replacing the right analog, should be enough.
 
Don't understand why people hate on the Trackpads.

We want the controller to be different, remember? We already have Xbox 360 and PS4 controllers to use - why do we want another controller just like them?

I will only be using the Steam controller for single-player RTS and turn-based games anyway. If you ever thought you would just pop this sucker in and start dominating the internet on CS:GO....you're doing it wrong.

But its certainly time for some [non-leaked] news from Valve. More demos of it in action, an updated target release date, etc.
 
So, how many buttons does this have in the front and under?

Someone needs to design a gamepad that allows easy use of all important buttons (typically more than just 4) without having to resort to clawing and/or removing a thumb from analog/touchpad/d-pad to press something.

2 triggers and two bumpers are not enough, IMO, and face buttons, regardless where they are (like in the concept or like they're in 360 controller), should not be, can't be fast use buttons really (eg jump in shooters).

EDIT
You should never need to claw when you two remappable buttons on the back. It's effectively the same as a SCUF controller.

It has buttons in the bottom? IE 6 buttons total within easy reach?
 
You mean where you have to perform multiple swiping gesture to move the camera around? I remember that Portal demo and I don't see how that's more precise than an analog stick.
You have to perform multiple swipes to move with a mouse as well. It's true that a touchpad is most likely not going to perform as well as a mouse in those applications, but analog sticks are pure garbage at emulating mouselook so I don't see why you seem to treat that as some sort of golden standard.
 
So, how many buttons does this have in the front and under?

Someone needs to design a gamepad that allows easy use of all important buttons (typically more than just 4) without having to resort to clawing and/or removing a thumb from analog/touchpad/d-pad to press something.

2 triggers and two bumpers are not enough, IMO, and face buttons, regardless where they are (like in the concept or like they're in 360 controller), should not be, can't be fast use buttons really (eg jump in shooters).

EDIT


It has buttons in the bottom? IE 6 buttons total within easy reach?

Unless Valve took them off at some point without us knowing, yes, it has one grip button on each side.

KCNFqDv.jpg


Also, each touchpad kinda-sorta has an extra button or macro, since you can assign a different function to the pad's outer radius, e.g. the left pad could work as WASD+Shift on the outer edge, WASD in the middle.
 
Unless Valve took them off at some point without us knowing, yes, it has one grip button on each side.

[I
MG]http://i.imgur.com/KCNFqDv.jpg[/IMG]

Do we know if the trackpads are pressable? Or else we are losing the L3/R3 in replacement of these two buttons.

But in the end, you probably don't want to assign a function to pressing the trackpad.
 
Unless Valve took them off at some point without us knowing, yes, it has one grip button on each side.

http://i.imgur.com/KCNFqDv.jpg[IMG][/QUOTE]

Oh, nice. Still think there could be more, like doubling the bumpers.

I don't think i would like the controller though, i don't like touch systems in general. My fingers are wrong shape for such things.

[quote="ElFly, post: 143749390"]
But in the end, you probably don't want to assign a function to pressing the trackpad.[/QUOTE]

Crouch, zoom (for shooters, proper non-ADS shooters). Those must be easily usable... If pressing the trackpads requires enough force, they can't be accidentally pressed anymore than an analogue stick, can they?
 
A suggestion I saw multiple times on the steam forums was to split up the two grips into two, making it 4 buttons on the back. Don't know if Valve think it's good, what do you guys think? The grips have been the most praised features of the controller so far.
 
Do we know if the trackpads are pressable? Or else we are losing the L3/R3 in replacement of these two buttons.

But in the end, you probably don't want to assign a function to pressing the trackpad.

They're pressable and also have double click/tap attribute.

edit: oops sorry
 
Do we know if the trackpads are pressable? Or else we are losing the L3/R3 in replacement of these two buttons.

But in the end, you probably don't want to assign a function to pressing the trackpad.

Yes, both trackpads definitely click. We've known that from very early on.

Whether or not I'd assign something to the pad click really depends on the game and how much pressure is required to press them. I'd keep them as L3/R3 if I was using it in place of a controller, but I might leave them unbound when emulating M/KB.
 
A suggestion I saw multiple times on the steam forums was to split up the two grips into two, making it 4 buttons on the back. Don't know if Valve think it's good, what do you guys think? The grips have been the most praised features of the controller so far.

Probably not a good idea; different hand size / style of holding the controller would make one pair of the grips hard to reach or, even worse, too easy to press.

They're pressable and also have double click/tap attribute.

Oh, double click is nice.
 
A suggestion I saw multiple times on the steam forums was to split up the two grips into two, making it 4 buttons on the back. Don't know if Valve think it's good, what do you guys think? The grips have been the most praised features of the controller so far.

Probably not a good idea; different hand size / style of holding the controller would make one pair of the grips hard to reach or, even worse, too easy to press.

It's a viable option, but it would probably require the back buttons to be higher, smaller, and/or harder to press, some combination of those three. For simplicity's sake, I think it's best to keep them as single large buttons.
 
Love these threads where the people afraid of change come out of the woodwork.

No one is forcing anyone to use it.

I'd love to be able to play Civ on the big screen though.
 
This looks great! I'm super intrigued. I really like that they added a classic analog stick, just in case that left touchpad is too weird for moving in shooters, etc. I'm also wondering if it will have any sort of VR tracking to it?

It's been so long since chances were taken in controller design.
 
I really want to try this controller. Especially for a game like Quake. Want to see how accurate it is.

I know Valve showed off a CS GO video with the controller. Didn't look too bad honestly.
 
You mean where you have to perform multiple swiping gesture to move the camera around? I remember that Portal demo and I don't see how that's more precise than an analog stick.

You can see plenty of streams of countless people doing multiple "nudges" of the analogue stick when aiming, moving, driving etc. Whether people notice they do it or not, twitch makes it clear that plenty do.

Regardless, the touch pads function by velocity based movement unlike an analogue controller and more similar to a trackball or mouse. In fact, the apparent idea is to mimic a trackball. It means you can do 180 turns, very quickly and with reasonable accuracy. All movements of the thumb are 1:1 rather than relative like an analogue stick - although this is also emulatable. Similar to a trackball, there is momentum and weight, variable via software.

Ultimately swiping will be required, but the same is true with both trackball and mouse. A good example is a spiral staircase. With an analogue stick, it is one position held in place with the right stick with continual foward movement from the left. With a mouse, there is constant swiping, as there would also with the trackball and steam controller (less so if you consider using momentum of the "ball")

A half swipe from centre is enough to 180 - this is far preferable to an analogue stick for me

SKANGIU.gif
 
Yeah, it's starting to heavily deviate from the original design.

Well, Valve kinda planned for that. They revealed it so early because they wanted to ship out test versions and get lots of feedback so they could improve the design. The changes have been a net improvement in many ways, even if they did make it a little more generic.

You can see plenty of streams of countless people doing multiple "nudges" of the analogue stick when aiming, moving, driving etc. Whether people notice they do it or not, twitch makes it clear that plenty do.

Regardless, the touch pads function by velocity based movement unlike an analogue controller and more similar to a trackball or mouse. In fact, the apparent idea is to mimic a trackball. It means you can do 180 turns, very quickly and with reasonable accuracy. All movements of the thumb are 1:1 rather than relative like an analogue stick - although this is also emulatable. Similar to a trackball, there is momentum and weight, variable via software.

Ultimately swiping will be required, but the same is true with both trackball and mouse. A good example is a spiral staircase. With an analogue stick, it is one position held in place with the right stick with continual foward movement from the left. With a mouse, there is constant swiping, as there would also with the trackball and steam controller (less so if you consider using momentum of the "ball")

A half swipe from centre is enough to 180 - this is far preferable to an analogue stick for me

I like the prospect of having both types of control, sort of like the aiming with the Wii remote in some games. You'd have 1:1 mouse-like behavior in the center of the pad, but you could get constant-speed panning with the edge. There's also the possibility of stuff like the swipe in that video being implemented as gesture controls.
 
You mean where you have to perform multiple swiping gesture to move the camera around? I remember that Portal demo and I don't see how that's more precise than an analog stick.

Multiple swipes wouldn't necessarily make it less inaccurate. If you watch professional CS players (for example) the vast majority play on really low sensitivity and DPI and have to do multiple swipes (with the mouse) to do basic movements. They've found it to be more precise.

I don't see why it can't be similar for this.
 
I hope they launch it soon, I want to try using it more then when I tried the first public prototype. They are onto something, but it's hard to understand what until you actually get your hands on it.
 
Seems like its slowly going back to the Xbox 360 controller design with each iteration

Except the two owl like touchpads, which haven't changed at all since the beginning. Unless you are choosing to believe that that image is a very literal image of the controller rather than what is taken from the Steam UI
 
Except the two owl like touchpads, which haven't changed at all since the beginning. Unless you are choosing to believe that that image is a very literal image of the controller rather than what is taken from the Steam UI

People want to ignore the dual trackpads for some reason. Hilarious.
 
Seems like its slowly going back to the Xbox 360 controller design with each iteration

The face button diamond was a pretty reasonable change. There weren't a whole lot of benefits to the original layout of putting two on each side, especially if it was meant to have some level of familiarity as a controller and/or cross-comparability with controller-oriented games.

The analog stick came about as a result of testing, where people found that the left touch pad worked surprisingly well as a replacement for a d-pad, but could be awkward for movement controls since it's relatively large and doesn't have any sort of re-centering like a stick.

In the end it's a case of sensible improvements that happened to be 360-like, not an admission that their idea was bad and 360 was perfect all along.
 
Eager to try the dual touchpads and see if they really work well. I am sceptical though and the new redesign isn't for me. Would have preferred a real dpad instead of the analog stick.
 
That portal gif is exactly how I imagined the camera control working. The pic of the controller setup module also looks very intricate. If they release it, I'd definitely want to toy around with it to see how it compares.
 
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