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Steam Controller

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121–130 of 370 posts

Re: Steam Controller

#121
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…

> You can move a finger a lot faster than a whole arm.

If you're moving your arm to move your mouse, there is probably something wrong with your mouse.

Re: Steam Controller

#122
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.

Yeah but to be fair the lenovo track pad is bad compared to a macbook trackpad and they are made by the same manufacturer. So on the thinkpad it makes sense that people use the nub when the trackpad experience is pretty bad.

Re: Steam Controller

#123
post #73

"Including two on the back" Holy crap wait what? Not highlighted in any of the diagrams but visible in the teardown graphic, there's an extra pair of buttons on the back in ring-finger position too. They said 16 buttons, so it's two front touchpad/buttons, 1 front screen/button, 3 nav-buttons (the bars along the bottom) 4 face-buttons (a/b/x/y) 4 shoulder-buttons and 2 hidden back-side buttons.

16 "buttons" is what we have on current gen console controllers. The 360 has four shoulder buttons, A, B, X, Y, D-pad, start, select and click functionality on both analogue sticks. Some games (GTA V) come close to using all of them.

Re: Steam Controller

#124
"Steam gamers, who are used to the input associated with PCs, will appreciate that the Steam Controller's resolution approaches that of a desktop mouse."

[...]

"The Steam Controller is built around a new generation of super-precise haptic feedback, employing dual linear resonant actuators. These small, strong, weighted electro-magnets are attached to each of the dual trackpads."

Wow.

It sounds as though they have managed to combine mouse-like precision with the simulated, tactile feel of a physical, analog stick. I suspect that there will be user-defined settings, so that you can set the precision of the tracking, allowing you to achieve the perfect "free look" (a.k.a. mouse look) and standard character movement, based on how much pressure you tend to personally (and independently) apply to each surface.

That is very compelling.

Re: Steam Controller

#125
I have to say, the biggest letdown for the next-gen consoles was the complete lack of haptic feedback. It's 2013, and while I welcome better graphics, they won't be enough to give immersion (still not even close to real life-like). Haptic feedback can be, in my opinion, a huge factor both in immersion and gameplay mechanics.

Re: Steam Controller

#126
post #47

Call me impressed. I never thought that the biggest innovator and risk taker in the console market would be valve. All the other manufacturers have basically made their platforms "safe" and they're pretty much like the last generation, but this is pretty ballsy from valve.

They're in a better position to try it. If Sony released an unpopular controller with their new console it could cost them billions in console sales. If this doesn't work, valve can forget about it and move on HL3.

Maybe Valve have finished HL3, and are releasing a bunch of things to try out (F2P economy, marketplaces, trading cards, community upgrades, steambox), then if any have heavy backlash, they can just say "Shh guys, here's HL3".

Re: Steam Controller

#127
post #116

Are those buttons on the back of the controller? I'd be ecstatic if that's the case. I've always suspected that having buttons on the back would allow for a more natural grip than shunting buttons onto the shoulders. It may have made sense for the SNES' flat bone controller, but not in the age of controllers with thick, ergonomic palm grips.

I see a little trigger on the back on the right. I'm sure there's one on the left, too.

Re: Steam Controller

#128
I think it's great that Valve is innovating on controllers.

Personally, I won't buy one -- I don't intend on getting a steam machine so I'd only be using it with my computer anyway, and I don't think this will ever beat a keyboard/mouse in terms of practicality and ease of use.

But that aside, I'm glad they are at least trying to make a next-generation controller -- gives me hope there might one day be a controller I actually like. Though I'm not particularly hyped about the controller-specific features via API. For a game system that usually ranks accessibility very highly, the idea of device-tied game features strikes me as a somewhat regressive move, even if the features themselves are progressive.

Re: Steam Controller

#129
post #68

Earlier quoted context omitted.

? > mouse. Do you really think that the mouse which was invented in the 60s (mother of all demos) is the pinnacle of technology regarding input? It is for now (I do agree with your premise for my own personal reasons) but such a bold expression seems a little, how should I put this, small minded. I feel this is an interesting direction to experiment on.

> Do you really think that the mouse which was invented in the 60s (mother of all demos) is the pinnacle of technology regarding input? You're kind of pushing what he said. He's referring to gaming, and probably shooter games. A mouse is definitely the most precise input device for shooters, or else you'd see professional eSport FPS players using laptop trackpads.

And Valve kinda says it:

"the Steam Controller’s resolution approaches that of a desktop mouse"

Re: Steam Controller

#130
post #73

"Including two on the back" Holy crap wait what? Not highlighted in any of the diagrams but visible in the teardown graphic, there's an extra pair of buttons on the back in ring-finger position too. They said 16 buttons, so it's two front touchpad/buttons, 1 front screen/button, 3 nav-buttons (the bars along the bottom) 4 face-buttons (a/b/x/y) 4 shoulder-buttons and 2 hidden back-side buttons.

16 "buttons" is what we have on current gen console controllers. The 360 has four shoulder buttons, A, B, X, Y, D-pad, start, select and click functionality on both analogue sticks. Some games (GTA V) come close to using all of them.

Yeah. In the typical twin-stick usage, this thing is missing one button on each side - it's got an extra shoulder button on each side (the ones on the back) but in the place of the 4 right face buttons and the left D-pad it's got 2 face buttons on each side.

Realistically, the other 4 buttons (the 3 bars on the bottom and the touch-screen) don't map to normal gameplay buttons, whereas a Sony/XBox gamepad will only have two of those "non-gameplay" buttons.

So technically, this thing has 2 fewer "gameplay buttons" than a typical controller. But it has a touchscreen, and you can put a lot of the low-reflexes stuff in there.

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