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Valve releases Steam Controller CAD geometry so you can mod it

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21–30 of 46 posts

Re: Valve releases Steam Controller CAD geometry so you can mod it

#22

This is actually really awesome- one of my biggest complaints with the steam controller was how the build quality of it felt a little "cheap" (i.e. light & plastic-y when compared to an xbox controller). The technology inside the controller is superb, and I think they had to sacrifice a little on build quality to bring it down to that ~50$ price range. Very interested to see what kind of crazy improvements the commun…

Same designer made the Xbox controller as the Steam one.

Lightness was a design goal not a shortfall for the team.

Reasoning was that VR is the future, the less fatigue the better.

Re: Valve releases Steam Controller CAD geometry so you can mod it

#23
post #20

Earlier quoted context omitted.

I bought mine on a lark to play with Street Fighter V, and it's surprisingly good for that use case. None of my fight pads were XInput and I was a little lazy about setting up an XInput wrapper to get them to work. The left touch d-pad is quite good for quarter and half circle motions, and dragon punches are pretty easy to pull off. I also experimented with the right pad as buttons. It was pretty good, but where it f…

Indeed, I don't think it's going to be a replacement for serious competitive gaming e.g. dedicated arcade sticks for Street Fighter (though I'm very intrigued at the people trying to use a combination of the touchpad and the accelerometer for rapid accurate aiming in FPS games), but for casual gaming it could comfortably work with 95% of the games out there, even in command-heavy games like Civ and XCOM.

It works fine for stuff like Civ and XCOM. Part of it is the experience though. XCOM is pretty easy to watch and doesn't have many complicated menus (there are menues, but they aren't too bad). It's probably a good fit! Civ is similar.

Cities Skylines has tons of menus, sliders, charts, tiny checkboxes, small details to attend to and is generally uninteresting for onlookers most of the time. Even if you're just being creative without all the micromanaging, a controller still feels more like an inferior tool that stands in the way of your designs. It's just not comfortable to sit back, relax and build the perfect city. That game is much better suited to play alone at your desk with a mouse and keyboard.

Edit: sorry wrong person, but it still works as a response, so I'm leaving it. I've been awake too long.

Re: Valve releases Steam Controller CAD geometry so you can mod it

#25
post #14
post #8

For those who haven't gotten their hands on a Steam controller yet, I was very impressed. The software is still quite immature (par for Valve), but the haptic feedback in the hardware is immensely cool and the potential configurability is insane. It really is a great middle-ground between mouse+keyboard and traditional gamepads.

It is a pretty excellent controller. It's kind of amazing how many keyboard/mouse only games you can comfortably with a little tweaking of the keybindings. I haven't tried using it directly with my computer, just for couch gaming with my TV and Steam Link. The Steam Link is also pretty cool, but has some serious issues with crashing Steam on my PC - not sure whether it is the Link itself, or Big Picture mode, but it…

If you're using GNU/Linux, it could be a problem with the nvidia drivers. Mine constantly crashed due to a bug with nvidia-358, updating to 361 fixed it and now I don't think its crashed since.

Re: Valve releases Steam Controller CAD geometry so you can mod it

#26
post #20

Earlier quoted context omitted.

I bought mine on a lark to play with Street Fighter V, and it's surprisingly good for that use case. None of my fight pads were XInput and I was a little lazy about setting up an XInput wrapper to get them to work. The left touch d-pad is quite good for quarter and half circle motions, and dragon punches are pretty easy to pull off. I also experimented with the right pad as buttons. It was pretty good, but where it f…

Indeed, I don't think it's going to be a replacement for serious competitive gaming e.g. dedicated arcade sticks for Street Fighter (though I'm very intrigued at the people trying to use a combination of the touchpad and the accelerometer for rapid accurate aiming in FPS games), but for casual gaming it could comfortably work with 95% of the games out there, even in command-heavy games like Civ and XCOM.

There are definitely better options for serious competitive gamers. I have a small collection of arcade sticks and six-button fight pads, but I like messing around with new stuff too.

I can't say that I was any better using the Steam controller (not that I'm any good to start with, but that's another story), but the real story I guess is that I wasn't much worse either.

I've seen some demos where people used the accelerometer to play Street Fighter (https://www.youtube.com/watch?v=D0YGzURzThY) which could open up the game to some people with physical limitations. I'm a fan of anything that gets more people into playing games.

That the Steam Controller is more customizable than a lot of controllers to me is its biggest strength. And now, with the ability to 3d print mods, I think it's even better.

Re: Valve releases Steam Controller CAD geometry so you can mod it

#27
post #13
post #5

This is actually, a pretty big step forward in my opinion. It makes it feel, for the first time (to me at least), that the company is replying to the feedback of the customers. They know that people want to mod it, and rather than force them to use arcane methods to hack the current controller into their desired one, they can simply alter it digitally. As an aside, I'd love to see a full-metal case for it, only using…

Valve actually said they would open the design right when they disclosed the controller project so it was kind of expected.

$Companies have a tendency to say what will get them the sale, or even include features initially... and then fail to come through with their promises.

So it is a breath of fresh air to see this happen.

Re: Valve releases Steam Controller CAD geometry so you can mod it

#28
post #8

For those who haven't gotten their hands on a Steam controller yet, I was very impressed. The software is still quite immature (par for Valve), but the haptic feedback in the hardware is immensely cool and the potential configurability is insane. It really is a great middle-ground between mouse+keyboard and traditional gamepads.

Can you use it with non-Steam games?

Re: Valve releases Steam Controller CAD geometry so you can mod it

#29
Is this a first when consumer product company releases CAD geometry for their parts?

Suppose I would like to produce a modified replacement plastic part for my phone; how much would that cost? For starters, a different color interchangeable panel for a phone with interchangeable panel, such as Lumia 435 or Xperia U http://www.gsmarena.com/sony_xperia_u-4437.php but, eventually, an extended size battery and a cover for it.

Re: Valve releases Steam Controller CAD geometry so you can mod it

#30
post #27
post #13

Earlier quoted context omitted.

Valve actually said they would open the design right when they disclosed the controller project so it was kind of expected.

$Companies have a tendency to say what will get them the sale, or even include features initially... and then fail to come through with their promises. So it is a breath of fresh air to see this happen.

Call me crazy but I can't help but think that the large majority of Valve's customers don't care whether the design is open or not.
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