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The Valve Thread


NecroMorrius

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Complete catalog

The Steam Controller is designed to work with all the games on Steam: past, present, and future. Even the older titles in the catalog and the ones which were not built with controller support. (We’ve fooled those older games into thinking they’re being played with a keyboard and mouse, but we’ve designed a gamepad that’s nothing like either one of those devices.) We think you’ll agree that we’re onto something with the Steam Controller, and now we want your help with the design process.

Superior performance

Traditional gamepads force us to accept compromises. We’ve made it a goal to improve upon the resolution and fidelity of input that’s possible with those devices. The Steam controller offers a new and, we believe, vastly superior control scheme, all while enabling you to play from the comfort of your sofa. Built with high-precision input technologies and focused on low-latency performance, the Steam controller is just what the living-room ordered.

Dual trackpads

The most prominent elements of the Steam controller are its two circular trackpads. Driven by the player’s thumbs, each one has a high-resolution trackpad as its base. It is also clickable, allowing the entire surface to act as a button. The trackpads allow far higher fidelity input than has previously been possible with traditional handheld controllers. 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.

Whole genres of games that were previously only playable with a keyboard and mouse are now accessible from the sofa. RTS games. Casual, cursor-driven games. Strategy games. 4x space exploration games. A huge variety of indie games. Simulation titles. And of course, Euro Truck Simulator 2.

In addition, games like first-person shooters that are designed around precise aiming within a large visual field now benefit from the trackpads’ high resolution and absolute position control.

Haptics

Trackpads, by their nature, are less physical than thumbsticks. By themselves, they are “light touch” devices and don’t offer the kind of visceral feedback that players get from pushing joysticks around. As we investigated trackpad-based input devices, it became clear through testing that we had to find ways to add more physicality to the experience. It also became clear that “rumble”, as it has been traditionally implemented (a lopsided weight spun around a single axis), was not going to be enough. Not even close.

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. They are capable of delivering a wide range of force and vibration, allowing precise control over frequency, amplitude, and direction of movement.

This haptic capability provides a vital channel of information to the player - delivering in-game information about speed, boundaries, thresholds, textures, action confirmations, or any other events about which game designers want players to be aware. It is a higher-bandwidth haptic information channel than exists in any other consumer product that we know of. As a parlour trick they can even play audio waveforms and function as speakers.

Touch Screen

In the center of the controller is another touch-enabled surface, this one backed by a high-resolution screen. This surface, too, is critical to achieving the controller’s primary goal - supporting all games in the Steam catalog. The screen allows an infinite number of discrete actions to be made available to the player, without requiring an infinite number of physical buttons.

The whole screen itself is also clickable, like a large single button. So actions are not invoked by a simple touch, they instead require a click. This allows a player to touch the screen, browse available actions, and only then commit to the one they want. Players can swipe through pages of actions in games where that’s appropriate. When programmed by game developers using our API, the touch screen can work as a scrolling menu, a radial dial, provide secondary info like a map or use other custom input modes we haven’t thought of yet.

In order to avoid forcing players to divide their attention between screens, a critical feature of the Steam Controller comes from its deep integration with Steam. When a player touches the controller screen, its display is overlayed on top of the game they’re playing, allowing the player to leave their attention squarely on the action, where it belongs.

Buttons

Every button and input zone has been placed based on frequency of use, precision required and ergonomic comfort. There are a total of sixteen buttons on the Steam Controller. Half of them are accessible to the player without requiring thumbs to be lifted from the trackpads, including two on the back. All controls and buttons have been placed symmetrically, making left or right handedness switchable via a software config checkbox.

Shared configurations

In order to support the full catalog of existing Steam games (none of which were built with the Steam Controller in mind), we have built in a legacy mode that allows the controller to present itself as a keyboard and mouse. The Steam Community can use the configuration tool to create and share bindings for their favorite games. Players can choose from a list of the most popular configurations.

Openness

The Steam Controller was designed from the ground up to be hackable. Just as the Steam Community and Workshop contributors currently deliver tremendous value via additions to software products on Steam, we believe that they will meaningfully contribute to the design of the Steam Controller. We plan to make tools available that will enable users to participate in all aspects of the experience, from industrial design to electrical engineering. We can’t wait to see what you come up with.

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It's a very interesting controller, especially the haptic stuff; before its reveal I thought we might see something similar in the PS4 controller. I'm curious to see if the touch pads allow for greater precision than a stick.

On the other hand that thing's probably going to be expensive. Also it isn't Half-Life 3, as that's a game that doesn't exist and is never coming out; just put us out of our misery Valve whydoyouhateusmakeitstopmakeitstop.

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Wouldn't this have felt far more satisfying by having a video of someone using the damn thing? Y'know to add a little context. They must have been demoing the prototypes for ages already.

As it is it's completely underwhelming. And I say that as someone intrigued by the premise.

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It's not magic, Moz. Those rings to mark the centres are there for a reason.

Yeah, they're not actually going to push your finger back, they'll provide a sense of friction as you move around, pushing back against your finger as you move away from the centre but not towards, I imagine. They describe it as delivering "friction" specifically.

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Yeah, they're not actually going to push your finger back, they'll provide a sense of friction as you move around, pushing back against your finger as you move away from the centre but not towards, I imagine. They describe it as delivering "friction" specifically.

So, what, it buzzes more moving your thumb out than in?

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So, what, it buzzes more moving your thumb out than in?

Right now you know exactly what I know:

Trackpads, by their nature, are less physical than thumbsticks. By themselves, they are “light touch” devices and don’t offer the kind of visceral feedback that players get from pushing joysticks around. As we investigated trackpad-based input devices, it became clear through testing that we had to find ways to add more physicality to the experience. It also became clear that “rumble”, as it has been traditionally implemented (a lopsided weight spun around a single axis), was not going to be enough. Not even close.

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. They are capable of delivering a wide range of force and vibration, allowing precise control over frequency, amplitude, and direction of movement.

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Press on the left trackpad rather tragically I think. Isn't it space on the PC version to jump?

Pressing a trackpad while moving is going to work much better than doing the equivalent with a stick.

This looks amazing. Did anyone really want them to do something which just just mimicked a 360 controller? Just use a XBone/PS4 controller if that's what you want.

They've also followed Nintendo's lead by putting the "sticks" in the right place and a touchscreen in the middle. Nintendo truly are the leaders when it comes to game controllers.

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Complete catalog

The Steam Controller is designed to work with all the games on Steam: past, present, and future. Even the older titles in the catalog and the ones which were not built with controller support. (We’ve fooled those older games into thinking they’re being played with a keyboard and mouse, but we’ve designed a gamepad that’s nothing like either one of those devices.) We think you’ll agree that we’re onto something with the Steam Controller, and now we want your help with the design process.

I like the design of the controller, but really? Steam's catalogue is diverse enough to cover FPSes, RPGs, shmups, beat 'em ups, things like Super Hexagon and VVVVVV, farming sims...

I'm not saying I doubt the mighty Valve but I'd love to see how versatile it can be.

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I guess we'll have to wait until someone actually gets their hands on the pad before we know if those trackpads have anything near parity with thumbsticks. Suffice to say, I'm sceptical. But either way, the button layout on that pad is simply insane. It's almost Jaguar-bad.

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Can't it self-centre by having you remove your finger?

Actually that'd probably just be irritating

Isn't that exactly what happens with touch screens now and, actually, physical sticks?

Anyway, this looks pretty swish. I know the 360 pad kinda became the defacto PC standard, but I like the notion of us actually having a pad. Sounds like it's super flexible, too. And the whole haptic feedback thing sounds really interesting, that kind of interaction (or lack thereof) is what makes touchscreen controls so gash.

So, I don't think the device was unexpected, but I don't think anyone was expecting it to take this form?

I guess we'll have to wait until someone actually gets their hands on the pad before we know if those trackpads have anything near parity with thumbsticks. Suffice to say, I'm sceptical. But either way, the button layout on that pad is simply insane. It's almost Jaguar-bad.

It's surely derived from heat maps of where your finger/thumb tips are at any one time. It probably seems odd because it completely skips the paradigm we've had since pretty much pads existed.
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I'm curious to see if the touch pads allow for greater precision than a stick.

Well they obviously must do otherwise the whole design of the pad wouldn't be built around them. Besides which Valve have said they are much more sensitive, approaching the level of a mouse.

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I was just about to say that maybe using trackpads for movement and camera in 3D games could be cool, and then I remembered Super Mario 64 DS, and realised it's been tried, it was terrible, and Valve have gone insane.

Oh Christ, the shock was so big that it took until now to remember a thousand god-awful virtual pads on iPhone. That haptic shit better work.

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I guess we'll have to wait until someone actually gets their hands on the pad before we know if those trackpads have anything near parity with thumbsticks.

IMO this announcement badly needed some hands-on write ups from independent journos who had tried out Valve's prototypes.
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