Live data from Hacker News

Valve demonstrates Steam Controller [video]

joystiq.com

81–90 of 98 posts

Re: Valve demonstrates Steam Controller [video]

#81
post #67
post #51

Valve's main objective was probably to replicate the keyboard/mouse combo rather than improve or alter the standard joystick gamepad (like the X360 Controller). In the end, it looks like a controller halfway between these 2 types of input. The main problem with a controller-based "mouse" (and it shows in the video) is that you control the cursor with only your thumb rather than your full hand gently set down on your…

"I guess we'll never obtain a perfect alternative to the mouse" Because Valve's first effort doesn't completely replace a mouse? That seems a bit defeatist. "control the cursor with only your thumb rather than your full hand " Control with the thumb vs hand isn't the problem so much as that thumbs are not pointy like mouse lasers. Valve should look at adding a tiny fingertip digitizer. Of course they are still lackin…

"Because Valve's first effort doesn't completely replace a mouse? That seems a bit defeatist."

The mouse was patented in 1947. Since then is has not been bettered. Valve are not the first to try.

Re: Valve demonstrates Steam Controller [video]

#82

I have never been able to get good at using analog sticks with FPSs. I'm so bad at it that if the game doesn't have auto-aim, I basically can't enjoy the game because I am sucking so badly. The problem for me is that the analog sticks are velocity-based; ie. you don't get to control the position directly, you can only control the first derivative of the position, the velocity. That means instead of just moving the co…

I can't believe that the trackball (very old tech might I say) hasn't replaced the analog sticks yet!

People have already modded controllers with a trackball, and it works great for the most part, bringing the best of both worlds together, yet Sony and Microsoft still insist on using analog sticks...

Re: Valve demonstrates Steam Controller [video]

#83
post #82

I have never been able to get good at using analog sticks with FPSs. I'm so bad at it that if the game doesn't have auto-aim, I basically can't enjoy the game because I am sucking so badly. The problem for me is that the analog sticks are velocity-based; ie. you don't get to control the position directly, you can only control the first derivative of the position, the velocity. That means instead of just moving the co…

I can't believe that the trackball (very old tech might I say) hasn't replaced the analog sticks yet! People have already modded controllers with a trackball, and it works great for the most part, bringing the best of both worlds together, yet Sony and Microsoft still insist on using analog sticks...

The reason is because it doesn't work. How do you walk forward continuously for a long stretch? Do you roll it to some position and keep it there? Do you keep rolling?

Re: Valve demonstrates Steam Controller [video]

#84
post #60

Earlier quoted context omitted.

I would be shocked if it couldn't be configured that way.

If, for example, some pad was an inch-wide and with 1000 dpi resolution, then it couldn't ever be configured to cover a 2000 pixel wide screen that way - we don't know the specs of the controller elements yet.

With some acceleration it could - finer control with small movements, but quick movements provide more travel. Not sure how well this would work, but I like Apple's implementation on their trackpad (I realise I may be in the minority here!).

Re: Valve demonstrates Steam Controller [video]

#85
post #82

Earlier quoted context omitted.

I can't believe that the trackball (very old tech might I say) hasn't replaced the analog sticks yet! People have already modded controllers with a trackball, and it works great for the most part, bringing the best of both worlds together, yet Sony and Microsoft still insist on using analog sticks...

The reason is because it doesn't work. How do you walk forward continuously for a long stretch? Do you roll it to some position and keep it there? Do you keep rolling?

Yet you have two such analog sticks. But usually only one is used the way you describe, to keep walking continuously. The other is usually used to rotate a bit, to look around you. So it seems having an analog stick on the left of the controller and a track ball on the right would be nice.

Re: Valve demonstrates Steam Controller [video]

#86
post #3

The demonstrated FPS aim-and-shoot was very slow, it's not clear if it's because they couldn't do it better because of the controller, or didn't do it faster because they did everything slowly to be clearly visible how it happens. A full speed try-to-do-the-best-you-can FPS aiming demo would be welcome.

Basically, give it to a professional players for a week, then record them playing at his best. If they have any chance against another team, then I'd consider that a success.

They wouldn't, one because it's not precise enough, and two because there's no way a week is going to compare to a lifetime, and thousands of hours in a singular game, of using a mouse.

Re: Valve demonstrates Steam Controller [video]

#87
post #85

Earlier quoted context omitted.

The reason is because it doesn't work. How do you walk forward continuously for a long stretch? Do you roll it to some position and keep it there? Do you keep rolling?

Yet you have two such analog sticks. But usually only one is used the way you describe, to keep walking continuously. The other is usually used to rotate a bit, to look around you. So it seems having an analog stick on the left of the controller and a track ball on the right would be nice.

The rollers for the tracking ball would collect a lot of dust. Could be one reason they opted out of it. Cleaning the rollers for the track ball every other week to get a smooth feeling would quickly become bothersome, contrary to the nice feeling of relaxation or thrill the console is supposed to give you.

Re: Valve demonstrates Steam Controller [video]

#88

I have never been able to get good at using analog sticks with FPSs. I'm so bad at it that if the game doesn't have auto-aim, I basically can't enjoy the game because I am sucking so badly. The problem for me is that the analog sticks are velocity-based; ie. you don't get to control the position directly, you can only control the first derivative of the position, the velocity. That means instead of just moving the co…

Spot on. What I find amazing is how people use the nubs on Lenovo laptops. Those joysticks give you control of not the position, not the velocity, but the acceleration - the second derivative.

Re: Valve demonstrates Steam Controller [video]

#89
post #87
post #85

Earlier quoted context omitted.

Yet you have two such analog sticks. But usually only one is used the way you describe, to keep walking continuously. The other is usually used to rotate a bit, to look around you. So it seems having an analog stick on the left of the controller and a track ball on the right would be nice.

The rollers for the tracking ball would collect a lot of dust. Could be one reason they opted out of it. Cleaning the rollers for the track ball every other week to get a smooth feeling would quickly become bothersome, contrary to the nice feeling of relaxation or thrill the console is supposed to give you.

I have a Logitech trackball: http://www.logitech.com/assets/32954/3/logitech-wireless-tra...

Granted, it doesn't reach console levels of use on most days, but I only clean it once every month or so, and even then it's easy - Logitech has a simple system to pop the ball out and cleaning it is very easy and fast.

Using a trackball is definitely not a major chore.

Re: Valve demonstrates Steam Controller [video]

#90
post #51

Valve's main objective was probably to replicate the keyboard/mouse combo rather than improve or alter the standard joystick gamepad (like the X360 Controller). In the end, it looks like a controller halfway between these 2 types of input. The main problem with a controller-based "mouse" (and it shows in the video) is that you control the cursor with only your thumb rather than your full hand gently set down on your…

There would be two disadvantages compared to traditional mouse-and-keyboard: 1) a low number of total possible bindings, and 2) a lower range of possible movements compared to a mouse. 1) is straightforward, if you don't have enough input buttons you're out of luck. A problem for games like SC2 and WoW. 2) this problem forces you to use acceleration for input, which is commonly accepted to ruin precision (reproducibi…

Having played all StarCraft games so far, somewhat well, I can get by with maybe 8 buttons as Protoss: A, H, E, P, B, V, G, Z. Other races might need other buttons, but 8 is reasonable. If I remember correctly, the Steam Controller has 16 buttons. The other functionality is 1 click away and is (usually) not hat time sensitive, if you are not from Korea :-) obviously it's not for competitive players.

Also, flipping the camera 180 degrees can be achieved with a button press. I think I remember Need For Speed having this feature, though they didn't allow you to flip the car, just the camera. Anyway, I think pressing a button to flip 180 is an acceptable solution given the constraints of the controller.

Post reply on HN