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Steam Controller

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31–40 of 370 posts

Re: Steam Controller

#31
post #17
post #10

Earlier quoted context omitted.

I'd have agreed with you once, but I broke the trackpad on a ThinkPad a couple of years ago and out of apathy i switched to the nipple mouse and I haven't looked back. It takes more practice but it has excellent precision and infinite movement. The trackpad remains broken and unplugged.

Furthermore, it is a hell of a lot easier to play quake with a trackpoint than a trackpad.

I have to guess that these trackpads will act like joysticks for fpsen. Keep your finger on the left side to move left, etc. Maybe I'm wrong though.

Re: Steam Controller

#32
post #19
post #6

Earlier quoted context omitted.

Laptops all moved from nipples to trackpads a long time ago, surely if analog sticks could provide higher resolution then that wouldn't have happened, or there would have been a move back?

Not all . Lenovo still provides eraser nub-style pointers on many models. I personally find them to be more accurate at high speeds than a touchpad. I actually have no idea how people can use touchpads. You need a huge one to be able to go corner-to-corner in one swipe and still have reasonable accuracy.

[deleted]

Re: Steam Controller

#33
post #18

I've played some FPS games with a trackpad for lack of having a mouse available, and on a larger, higher precision one (e.g., Macbook size) it was not a bad experience at all. You can move a finger a lot faster than a whole arm. Reflex high-res motion at the pro Counter-Strike level isn't likely, but for the casual gamer, trackpad FPS control absolutely seemed plausible. So I believe this kind of input will work for…

I haven't used a thumb-controlled trackpad, but do use a trackball which I'm imagining might be the most-similar experience to this input controller, since it's a thumb gesture but still much closer to the precision of touching a surface than wiggling a stick. I'll be really excited if this makes the FPS experience in my living room actually work for me.

Re: Steam Controller

#34
post #6

I'm skeptical that the trackpads will provide the same precision feel that a good analog stick can do, even with the haptics. But I'm not going to count it out. I'll reserve all judgement until I get to try it. And that's the only real sticking point for me on this announcement; everything else about this controller I love.

Laptops all moved from nipples to trackpads a long time ago, surely if analog sticks could provide higher resolution then that wouldn't have happened, or there would have been a move back?

My high end (new)ThinkPad has both an trackpad and a trackpoint, and i must say the trackpoint is more precise when tiny movements are required.

Re: Steam Controller

#36

I'm skeptical that the trackpads will provide the same precision feel that a good analog stick can do, even with the haptics. But I'm not going to count it out. I'll reserve all judgement until I get to try it. And that's the only real sticking point for me on this announcement; everything else about this controller I love.

I think the challenge is Valve is trying to create one-size-fits-all inputs with those trackpads. They have to work as joysticks and pointing devices, since Valve sells both console games and PC games on their platform.

As a PC gamer, I'm super-excited for this gamepad because it will beat the ever-loving-crap out of a joystick for games that depend on a pointing-device (strategy, RTS, no-aim-assist-FPS games). It might not measure up to a mouse, but it could still provide a "good-enough" experience unlike a thumbstick.

Re: Steam Controller

#37
I think that it is obvious that this dual track pad solution could be a good move for any game style which currently uses dual analog sticks (FPS and 3rd person, etc).

As others have already mentioned, it is less obvious whether this will be a good solution for platformers and fighting games. But with a bit of quick pondering I suspect it could open up a huge range of options for any developer who wants to try and step outside the normal "the player will use combinations of button presses to trigger actions".

For example, a platformer which rather than using a "tap button to trigger a small jump" and "long press button for a larger jump" we could not only see a "small up scroll = small jump" and "long up scroll = large jump" input method, but also a "slow up scroll = slower jump" and "fast up scroll = faster, more explosive jump".

Fighting games could also open up a lot of depth based on the length and speed of right hand strokes, not to mention the variety of angles and rotations which could be made.

The more I ponder it, the more I'm hopeful.

Re: Steam Controller

#38
The trackpads look great. Hopefully they can deliver on the promise of making mouse and keyboard games more accessible on the tv console.

The Y and B buttons look difficult to press. Given the arc that your thumb travels on pivoting from the base of the controller handles, it may make sense to shift the buttons down and towards the center.

I would also consider removing the on-controller screen. It adds a big per-controller cost. Also, when have these been successful? Neither the Wii U nor the Dreamcast did this idea justice. Was it just bad implementation? I think its just a bad idea.

Re: Steam Controller

#40
Wow, the announcements are coming at a fast clip and each more impressive than the last. I wonder if the final announcement in this round will be that Half Life 3 is a launch title?
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