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steam controller

Creator: caucheka September 27, 2013 11:47am
14 posts - page 1 of 2
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caucheka
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http://media.steampowered.com/steam/store/livingroom/controller/SteamController.jpg
(image too large.)


2 high quality touch pads, can be tapped to act like a button. center has a touchscreen.



comes with a full 'legacy' mode, allowing you to hotkey each button as a key, and allows you to share your configurations with the rest of steam users for them to use as well.


the rest of the yadda yadda

http://store.steampowered.com/livingroom/SteamController/


its also built from the ground up to be modable.
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YayaFTW
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Why is the right mouse hotkey on the left side of the controller, and the left mouse hotkey on the right side of the controller? Or is it me being stupid at ergonomy?
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i am pretty sure that you can change it if you want
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Searz
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First reaction:
WHAT DA FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUCK

If this is anything like the touch on normal touchscreens then I'm ****ing bashing this to death.
As any person that has played games on a touch device with on-screen controls should know: IT'S ****ING TERRIBLE.
You NEED physical feedback on your controlling devices, otherwise they become incredibly inefficient.

But then I noticed that it has a concave shape to the touch circles, and buttons cirlces in them. So this might not turn out quite as badly as I thought it would.

I really do hope they're open for feedback though, because if this works anywhere near as poorly as it does on touch-screens then I'm disappointed beyond belief...
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YayaFTW wrote:

Why is the right mouse hotkey on the left side of the controller, and the left mouse hotkey on the right side of the controller? Or is it me being stupid at ergonomy?

Traditionally, shooting in a video game is done with left mouse click (the main click) or the right top button on a controller. This is pretty much the default for everything. Mapping the controller this way by default isn't that surprising. And in Portal it doesn't even really matter anyway.

Searz wrote:

You NEED physical feedback on your controlling devices, otherwise they become incredibly inefficient.

They talk about this under the section titled "Haptics" (which Wikipedia tells me means "touch"). I'm not familiar with the physical feedback technology that they're using, though, so I'm gonna' have to wait and see if it's a good solution.
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Searz
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Searz wrote:

But then I noticed that it has a concave shape to the touch circles, and buttons circles in them. So this might not turn out quite as badly as I thought it would.

Derp, fixed.
lifebaka wrote:


They talk about this under the section titled "Haptics" (which Wikipedia tells me means "touch"). I'm not familiar with the physical feedback technology that they're using, though, so I'm gonna' have to wait and see if it's a good solution.

It's likely gonna be close to how phones do haptic feedback, if they're using it at all for the touch panels that is.
Most phones come with haptic feedback turned on by default, at least for the keyboard. It's when there's a very short vibration whenever you press a button on the screen. I'm personally not a fan of it, and I kinda doubt that it could be good to have vibration in your precision instrument..

Right now my only hopes are in the fact that the touch panels are concave and have rings in them. I seriously doubt vibration could solve any problems, lol.
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caucheka
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they do have rings, and are supposed to do something different if you 'click' the button on depending on which ring.


if i can read it clearly on the portal 2 demo, the entire thing is wasd, and pressing on the outer part will hold left shift (either crouch or sprint, i never played portal 1/2) and pressing in the little circle is space, which would be jump.
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I was talking with War and Patch about these controllers, and they noticed there was no D-pad. Personally, I don't play fighting games, but looking at that controller, people would probably have to buy an extension to play their fighting games.

We were also discussing how awkwardly big the "handles" are compared to xbox360 controllers.
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Xbox 360 controllers aren't exactly optimal...
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jhoijhoi wrote:

I was talking with War and Patch about these controllers, and they noticed there was no D-pad. Personally, I don't play fighting games, but looking at that controller, people would probably have to buy an extension to play their fighting games.


Need a stick to play fighting games or else you can't preform fighting game inputs (plinking, pianoing, etc)

Most game pads suck for fighting games anyway. I remember pad players using old sega saturn controller's which are hard to find now (impossible maybe) or they are forced into something weird.

I dunno because not a lot of serious fighting game pad players but I guess it depends pretty heavy on the game.

That aside finally a controller that my godlike (more than 4 direction input) movements.
I hope it preforms well and is PC compatible ofc.

I might get one if so.
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