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Comment by 12_throw_away

5 hours ago

In this big hardware refresh, honestly most excited about finally getting a new steam controller [1], which feels like it might finally give us a better, more extensible standard than the extremely outdated XInput protocol (which still doesn't even support motion controls)

[1] https://store.steampowered.com/sale/steamcontroller

In my dream world, hardware enthusiasts would be constantly creating absolutely crazy game controllers with bizarre combinations of inputs that look nothing like an xbox 360 controller. There'd be a universal input protocol that would allow for self-describing gamepads with arbitrary numbers of digital buttons, analog sticks and triggers, touchpads, mouse inputs, haptics, gyro sensors, levers, sliders, wheels, etc. etc.

I realize this may not be practical, but it's kind of weird that PCs have been more or less stuck with a protocol designed for XBox 360 controllers for 2 decades now, while the locked-down console space is seeing much more experimentation and innovation around input. The original steam controller at least hinted at being sort of an open platform for this sort of thing, although it didn't really take off. Fingers crossed for the new version.

  • It's because the two-thumbstick, 8 face buttons, 2 shoulder and 2 trigger form factor covers so many games there's not been a real reason for super wacky controllers. They kind of hit it out of the park on the 360 design and the only real sticking point left is the exact ergonomics which mostly fall into the PS thumbstick position (both lower) vs XBox position (left high and right low).

    • One big reason would be that the 360 controller was when they first made it standard USB to connect, and introduced Xinput with the standard set of inputs for games to target. I expect most gamers wouldn't find it pleasant if they had to assign buttons and axis before the joypad would be active/useful, then hitting play and trying to remember what JOY_5 mapped to as used to be needed with directinput.

  • USB HID actually works pretty much how you describe, for instance a Physical Descriptor can contain metadata about which body part a button/control is supposed to be used with.

    It's extremely complicated however (like many things USB), which is probably why everything just emulates an XBox 360 controller like you said.

SInput recently released and got supported by SDL, which plenty of games, but also Steam Input uses. So you can already use SInput in Steam Input. Better than XInput for sure.

https://docs.handheldlegend.com/s/sinput/doc/sinput-hid-prot...

I don't think Steam has ever published specs for their protocol. And without Steam, their old controller would fallback to a mouse/keyboard mode. The Linux kernel drivers (that didn't require Steam) were reverse engineered. Hori released a Steam Controller recently. Even that still had an XInput fallback switch.

I love my OG steam controller still. I can't tell if this new one has the dual stage triggers like the og (like if there's an additional click on full trigger pull).

I used that to set things like boost in rocket League and it felt super intuitive.

  • First thing I checked for! I feel like it's such a niche feature but also distinctive. It's actually a "necessity" for a proper Gamecube emulation experience, which has the two stage shoulder buttons.

    Like you, I also used this for boost on Rocket League and it was surprisingly intuitive. You can map it to the triggers lowest threshold to emulate it but without the tactile bump to rest against it just won't work.

It looks way too chunky, just like the original Steam Controller, Steam Deck or original duke Xbox controller. Not everybody has Jack Reacher hands.

Microsoft really did it right with the XSX controller. They took the old X360 / Xone design (perfect for large and medium hands) shrunk it slightly and then added cut-outs and and angled button surfaces (perfect for medium and small hands). The Elite is similarly good, with the back buttons being elongated and thin, meaning everyone can reach them comfortably without them getting in the way.

  • I own a steam controller and have been using it for multiple years. It's actually really comfortable with the way it sits in my hand. Far more comfortable than whatever sony had going on with the PS4 dualsense stuff

  • Maybe in size, but at least by weight, it's not bad at all.

    Steam Controller weight: 292g.

    Nintendo Switch 2 controller: 235g.

    Sony Playstation 5 DualSense controller: 280g. DualSense Edge: 322g.

    Xbox Wireless controller: 280g. Wireless Elite series 2: 345g.

  • My kids have been using the steam deck since they were 3 years old. Granted, their hands were a bit too small but the Deck is way more manageable than it appears.

No mention of dual stage trigger though, which was my cheat code in rocket league to have one button for accelerate and boost

  • You can set a dual-stage trigger in Steam Input binding with any controller its trigger range, its not something unique to the Steam Controller.

    • Sure, but having a tactile bump in the travel makes it that much easier. I can see the argument that it might seem overcomplicated or confusing to typical users though.

      2 replies →

  • Wow lol. I just posted the exact same comment, there are dozens of us! I literally cannot play rocket league without the steam controller for this reason.

    Also set rotate left and right to the grip triggers (roll in aviation terms I guess).

  • Steamdeck has the dual stage triggers right? (Though maybe just in software?) I'd be shocked if the new controller is less capable than that.

  • Hoping it's there just not mentioned.

    • This controller seems more like it's going for parity with the Deck, which doesn't have dual stage triggers. I wouldn't get your hopes up.

I've been using a Stadia controller with my Steam Deck OLED but finally it'll have a worthy upgrade.

Same here. The trackpads on the steam deck work great. Might get this for docked mode. Kinda wish a splittable controller was more common for ergonomics ( not great to be clenching your chest on a centered object like that for hours on end, similar to non-split keyboards ). Seems like split controllers are still reserved for VR and nintendo switch style systems for now…

I'm just hoping it has a standalone "pretend it is an xbox/generic controller" mode that doesn't rely on steam, so I can bring it to friends easily.

The trackpads are a deal breaker for me

They should have put them just above the joysticks, like the PS5 controller

Better, they should have made them detachable with a magnet, similar to the Switch JoyCon's system, what a missed opportunity

  • > They should have put them just above the joysticks, like the PS5 controller

    I don't understand how that would be in any way ergonomic. The new Steam Controller's layout has a proven track record with the Steam Deck, which is essentially identical. It allows you to play KB&M games like Alpha Centauri on the Steam Deck without any external peripherals. It would be utterly unplayable if the trackpads were in the same place as the PS5's pad, which is basically just used to open a menu or map or for gimmicky in-game gestures.

  • I found the original Steam Controller's trackpad placement to be just about perfect.

Isn't the lack of extensibility kind of the point?

It forces everyone to make the same controller, so the developer knows what the user will have.