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Joined 6 months ago
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Cake day: July 5th, 2025

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  • It’s why I pointed out the omission of Steam Input and only focusing on what you find frivolous even though you yourself use Steam Input made your argument seem misleading. That one truthfulness about using Steam Input did end up hurting the initial statement, since it went from what could have been waved off to ignorance or not finding use in it to becoming a sign of intentional removal of information due fear it undermines the main thesis.

    It would have been better to state the pros of GOG which can stand on its own. Even now you seem to be undermining the utility of Steam Input choosing to keep highlighting the gimmicks which gives off the sense of still not wanting add to the idea that there is utility Steam provides beyond that. As though gimmicks negate whatever utility is provided.

    All I’m saying is it would have been a stronger argument to bring up the utility you find in combination with bring up the negatives you find about Steam, which would have given off a stronger impartiality when it came to your stance conveying to readers you can recognize both the good and the bad. That would have led to a stronger final conclusion than one that seems more overtly one sided.


  • Fixating only on features you don’t care about to argue your point while omitting the features of Steam you find useful due to it not strengthening your position is rather misleading. Steam workshop is another I forgot I have found useful for mods for certain games.

    GOG strengths like DRM free and install files are good enough to stand on its own without trying to make it as though Steam’s feature only have things you see as worthless.


  • I don’t consider Steam Input to be a gimmick. I use it to turn my Steam Controller (2015) into a mouse/keyboard like experience on a controller. Setting things up like touch activate gyro with mouse bound to the touchpads and gyro. And then using a combination of modeshifts and chords to shift the touchpads into a set of 5 inputs on edge/center tap and then an additional 5 when holding down the left grip. This lets me keep my thumbs on movement and camera controls throughout the game, and have to rely less on weapon wheels. An example is where I left click on my right to reload, center click to melee, up click to switch to gadget 1, and right click to switch to gadget 2, down click to switch to gadget 3. I also use Steam Input to set a sprint on the outer edge, so I can sprint when I want to instead of having to rely on things like toggle sprint or auto sprint.

    And when I use regular dual joystick controllers like the 8bitdo Ultimate 2 Wireless I’ll set the extra bumper button to act as a modeshift to turn the joystick or facebuttons into a dpad as an example, so I don’t have to move my left thumb off the joystick to the dpad and temporarily lose my ability to move. This made Nier Replicant a fun experience for me setting up the dpad to switch between the 3 different weapons during combat while being able to continue to move around. Steam Input also lets me set up mouse input on the gyro while retaining analog triggers without having to bother with the much less feature rich 8bitdo controller app. People have used Steam Input to set up touch activated gyro on the dualsense and used conductive tape to set up touch activated gyro like on the Steam Deck and the upcoming Steam Controller (2026).

    Steam Input also has things like touch menus and radial menus, so it can really change the gameplay experience due to being able to set up configs for game actions devs didn’t set it up to do. Like an example is Doom Eternal where people kept asking to be able to bind specific weapons to the facebuttons or dpad so people could quick switch like keyboard users instead of the weapon wheel to bypass reload animation and shoot faster. Devs finally provided that option much much later, but Steam Input users were able to do things like set up a modeshift so holding down the right bumper would shift the facebuttons into something like keyboard keys 1,2,4,4 and behave as regular XYAB when the right bumper isn’t held down without need for devs to change the game.

    Steam Input changed the controller experience to one where I don’t use aim assist on controllers, so when most people default to aim assist in games that just goes to show how valuable Steam Input has been for controller users who utilize it and want more from the controller experience beyond default Xbox controller setup. I would enjoy games less if Steam Input went away because of how feature rich it is compared to other controller remappers out there. Gotten to a point where even if I play non Steam games I’m trying to get Steam Input working with it, so I can customize my controller experience.


  • I don’t think their hardware sales becoming insanely profitable is their main goal and their focus on the finance side might be to at the very worst break even.

    Their main goal I believe is to try to increase Linux usage so the holdouts against it might start allowing their games to run on Linux, and devs may feel that with Stean machines out there that can run their more resource heavy games better than the Deck it is worth it to pursue proton compatibility.

    They probably learned from the mistakes they made in the past when they pushed Linux adoption attempts on to third party companies. They realized they needed to provide some standardized hardware instead of leaving the work to others if they wanted Linux to start being taken more seriously among devs with how small the userbase still is even with the Deck success.


  • My hope after seeing that the joysticks themselves look like they can be removed from the main board is that the touchpads can be relocated to the top without too much hassle and put into a 3D printed top shell made by the community. So if that were possible what I’d probably do is pop off the XYAB, dpad, and board holding the joystick so the touchpad can be moved up to make the touchpads comfortable for primary use.

    And then I’d rely on the back buttons and set up a dpad modeshift on a right pad click to enable edge and center clicks, so I wouldn’t miss the absence of the other inputs too much. I also use touchpad for movement where I’ll often set outer ring to sprint and map crouch/slide/dash on touchpad click, so cuts down on needed inputs further.

    So that’s my hope that modifying the new Steam Controller for touchpad users will be as simple as 3d printing a shell and opening the controller and not require further things like soldering.




  • Can’t wrap my mind around the difference between modeshifting and action layers, though. The former seems much easier to use, but somehow doesn’t work that consistently for me, so yeah, I end up doing what you’re showing.

    Action Layer

    So action layers is like a copy of your default controller config that you can switch to and have the changes you want made to it. Example of how I use this in the Finals is when I play light I have it set up so left touchpad click is dash/grapple compared to the default config I use for medium and heavy where left touchpad click is crouch as opposed a specialization. I switch between my light and medium/heavy controller set by holding down the select button. Action Layer is similar and I’ll use it for temporarily switching between configs. Example is if I hold down the left bumper going to an action layer where my right trackpad is outputting a right joystick to make selecting from the conversation wheel easier and when let go reverts back to the default where right trackpad is a mouse.

    Modeshift

    Modeshifts are similar but more reliable when it comes to in game actions. So use cases of modeshifts might be having the trackpad when clicked modeshift into a dpad, and it’ll revert back to a regular trackpad afterwards. Or when the left trigger is fully pulled it modeshifts into a different gyro sensitivity that is lower than what the gyro is normally, which comes in useful if a game doesn’t offer aim sensitivity adjustments for ADS.

    Chords

    Chords are similar to modeshifts and I use them to add on additional functions on top of the modeshift. Like if I have the trackpad modeshift into a dpad on a click with the inputs 1,2,3,4 mapped to it. Then I might set up a chord, so that when the left grip is held and the trackpad is clicked the inputs are 5,6,7,8. Or in some games like the Finals sprinting can take you out of ADS and I bind the sprint button on the outer edge. So I’ll set a chord so that when I am holding down the left trigger to aim the outer edge become an empty bind so I don’t take myself out of aiming by accident. If you find yourself accidentally triggering things on the dpad modeshift you can set up a chord that returns an empty bind to help. Like in the Finals I found myself sometimes accidentally reloading (left click) or meleeing (center click) on the touchpad when I was firing a gun and interrupting it during tense moments, so I set up a chord so that when I am holding down the right trigger the left click which normally outputs reload and center click which is melee turns into an empty bind that outputs nothing.

    Were you yourself ever able to adjust to this kind of scheme on Steam Deck?

    As for the Steam Deck and fps. I find myself playing more hack and slash and platformers on the Deck, since I haven’t found the touchpads ergonomic for my hands. I’ve found the touchpad experience feels like a downgrade compared to the Steam Controller touchpads, since the location is better on the Steam Controller. I also found the concave circular shape of the steam controller touchpads to be more consistent when it comes to swiping the camera to turn 180 as shown in this demo. With Deck I found I was only able to replicate it adjusting the rotation until it went from corner to corner, but did not find it comfortable. So I stick to joysticks on the Steam Deck.

    Some games doing a poor job at mixed input doesn’t help either: things like prompts rapidly switching between that of MKB and controller, or the game not allowing you to switch on the fly, etc.

    Yeah that has been an annoyance for a long time. And even worse when there is no mixed input support. When that happens if the game allows sprint and walk to be set to a hold as opposed to a toggle I will use soft presses to set up a pseudo analog experience.


  • I uploaded the config for the Steam Controller with the name “Dualpad with Gyro Updated…”

    Problem is that if you try to use the config on the Steam Deck I don’t think it’ll work the same way, since on the Steam Deck trackpad click is set up through soft press as opposed to the physical click that the Steam Controller uses.

    I did play around with trying to set up something similar in the past on the Deck touchpads and did it through action layers instead of mode shift. Set it up so that clicking the touchpad switched to the action layer where the touchpad was set up as a dpad that I had stuff mapped too, and release press removed the same action layer to return back to the default action set.

    https://imgur.com/a/steam-deck-dpad-modeshift-workaround-using-action-layers-b1wyHEK

    But, when I did this workaround modeshifts weren’t available in the current UI yet, so maybe a normal dpad modeshift setup would work on the Deck pads now. This was how I set it up in the old Steam Input UI https://youtu.be/4vN1Jj7EPZk. If not then action layer approach is the other method.

    Update: so I decided to try it on the Steam Deck and I was able to set up a dpad modeshift on a pad click and even get the chord function to work so the inputs change if I hold one of the left back buttons. Only issue is I couldn’t find a way to adjust the pressure required to register a click for the touchpad when it came to the modeshift pad click.


  • Unless you need the touchpad and resistance triggers I’ve come to prefer the Ultimate 2 wireless over the dualsense.

    Has TMR sticks, extra bumper buttons, back buttons, and charging dock. Got firmware update to allow the extra buttons to be remappable through Steam Input too.

    Don’t see myself considering a PlayStation controller on the PC unless future versions start coming with hall effect or TMR sticks, and even then with them charging double the price for paddle buttons it is a hard sell over third party controller options on the PC.


  • Right now has to be the 8bitdo Ultimate 2 wireless. Not the bluetooth switch one. Need to update the dongle and controller to the latest beta firmware and launch it in dinput mode by turning it on while holding the B button. Then all the extra buttons can be mapped along with using gyro with analog triggers, which couldn’t be done before.

    There is a bug that needs to be fixed where rumble can cause the controller to stop working in game, so for now need to use it with rumble off until that is fixed. But, everything else works when it comes to binding through Steam Input.


  • Prey was great in that department actually having a config that mapped mouse to the right touchpad instead of emulating a joystick like so many games did, and then had different action sets that automatically switched depending on if it was gameplay or you were in the menu. And showed proper icons like the touchpad click to reflect Steam Input mappings people set it to.


  • I was initially intrigued by having buttons on the bottom of the controller, where your fingers naturally would be thus freeing your thumbs to stay on the pad/sticks. And imagine my frustration to realize those rear buttons are just extensions of triggers already on top.

    My set up approach to having both my thumbs stay on the pads a majority of the time has been to set up a dpad modeshift with an inverted outer ring bind so clicking up, down, left, right, center output different inputs. And depending on the game I’d set up a chord so holding the left grip and clicking the right pad would output a different set of 5 inputs. And my right grip is set to jump so with the left grip chord function for 5 additional inputs on a right pad click if needed for a total of 10 that’s been my way of doing that.

    So for like Doom Eternal I swap between weapons every shot to bypass reloading through the right touchpad. I like that approach better than using stuff like weapon wheels, which in some games actually slows down the actual gameplay and interrupts the flow.



  • My dream steam controller 2 would be the steam controller layout with the large circular concave touchpads in the top most position, better bumpers, two extra bumper buttons like the 8bitdo, 4 back buttons in total, alpakka quality gyro, and nice premium feeling material used for the shell.

    But, they’ll go with the Steam Deck layout if there is one, which unfortunately has not been good for using touchpads as primary inputs for my hands. Which has me hording Steam Controllers, since it’ll likely be the only dual touchpad focused controller around. And hoping Alpakka comes out with a standalone gyro module I can stick on the Steam Controller to at least have the gyro component updated.


  • I’m still using the same AA eneloops I used since I picked up my Steam Controller all the way back in 2015-2016. And I also used it with my 360 controller too. Just keeps chugging along being good for a month before I need to swap.

    Yeah the PS4 battery life has been crap and I don’t know why. Was finally able to replace Sony controllers with 8bitdo now that Steam provides support for the extra buttons to be mapped to unique keys and use analog triggers and gyro together. So been nice not having to spend money on the dualsense, which doesn’t even have hall effects/TMR sticks.


  • If you are curious here is some of my gameplay video in games like Doom Eternal, Left 4 Dead 2, The Finals, etc.

    Was the first controller that allowed me to completely drop aim assist for good and not feel slow against PC players and offer keyboard like functionality for input swapping.

    I just assumed they worked in a similar manner to the decks track pads.

    By the way I don’t like the Steam Deck trackpads either since I found trying to use them as primary inputs in place of joysticks like on the Steam Controller was not ergonomic for my hands,and camera swipes weren’t as consistent on squares compared to concave circular pads. So on the Steam Deck despite wishing I could use the touchpads I opt for joysticks. So I don’t really see Deck touchpads as a good endorsement for using as primary inputs, since even I can’t find myself using it like the SC.




  • Trying to find replacement batteries for integrated batteries is a pain too, since might not be able to find an OEM replacement or battery from a reputable brand. So you end up having to go with whatever random no name battery that could be worse than the OEM battery and end up dying after less than a year.

    My preference is rechargeable AA or AAA. And even better if the controller itself can recharge the battery like drone controllers.