right now, I can't play FPS games without steam controller. This device is amazing and best thing available for couch gamer like me. But the steam controller can only be good for people who spent their time to practice because of its steep learning curve. And it is not plug n play controller, You have to spend early part of each game to learn gameplay and customize the control. but it will worth the time. it far more precise aiming than stick and very close to mouse. It is far more immersive and accurate movement than kb/m. I recommend you to spend more time with it.
You're not using it right. You want to use mixed input, meaning you want to mix m&k input with controller input. This gives you the snappy aiming of a mouse and the precise movement of a joystick. There's a lot this controller can do that most people aren't aware of such as gesture controls (i.e., flicking your controller up to reload), using the trackpad for aiming AND for face buttons at the same time, variable gyro speeds (i.e., slower when ADSing), menus, realistic feeling steering for driving games, and much much more. You could dive deeper and use Valve's Action Layers to create layouts WITHIN layouts so you can hotswap between different builds and menu controls without having to swap layouts in the controller menu. This controller was designed with PC players in mind, so Valve expected people to tweak and play with Steam Input to tailor their experience to their own play style. In fact, Value actively encourages players to avoid default layouts because they're almost always hot piles of garbage. Because you’re probably not well versed with Steam Input, which most people aren’t, I recommend using community-made layouts to get a proper feel of what the controller can do. After you’ve become comfortable using it, you should dissect each layout to learn how to properly use and setup Steam Input layouts.
Emulating a controller either by joystick or joystick mouse is not what the steam controller is designed for, at least not without modifications that would make it too similar to an Xbox Elite controller, you're right in that this controller is designed for keyboard and mouse inputs. I think the main problem with the steam controller is its steep learning curve and muscle memory, it's not immediately accessible in any game and requires a lot of customization, a lot more sophisticated customization than in my video, and unless you spend the required hours with a steam controller, it's hard to tell whether a touchpad and gyro can stand up against a mouse and keyboard in online multiplayer. In console games like Halo, players are given heavy auto-aim to alleviate a joystick's imprecise movements, levelling the playing field with players that use mouse and keyboard, but developers don't design a game with a steam controller in mind which means you're on your own to figure things out. You're right in that there's a lot of potential in the controller, farther beyond what a keyboard or generic controller is capable of, but the implementation is incredibly limited beyond Valve's customization options. Thanks for your insightful comment, cheers.
@@cewlshots “Emulating a controller either by joystick or joystick mouse is not what the Steam controller is designed for” yes it is, watch Valve’s GDC talk about the Steam Controller and Steam Input. “But developers don’t design a game with the Steam controller in mind” true, but they don’t have to. Any and all games on Steam are required to support Steam Input, allowing Steam Controller users free rein to craft whatever layout they want. This also works for non-Steam games either by making Desktop layouts which work outside of Steam, or by adding them as a non-Steam game. I’d also like to mention how Steam Input was created by Valve to make controller configs easier for devs, allowing them to use a default layout for all similar devices such as the Xbox, Nintendo, and PlayStation controllers. This makes porting console games like God of War and the Last of Us much easier for devs because they only need to make the one layout to support all “standard” controllers. Unfortunately for the Steam Controller, this means you’re almost always required to create your own layout because most studios only support traditional layouts. But that’s where Community Configs come it. Whenever I buy a new game, I recently just bought GTFO for example, I typically use a Community-made layout and change a few things to meet my preferences. Community configs are great if you just want to pickup a game and play it. I do agree with you, though, the Steam Controller does, indeed, have a steep learning curve. Also, like you mentioned, most people don’t have the time or patience to create their own personalized layouts for all of their games. If you do manage to get past its learning curve, you actually can play pretty competitively in multiplayer games. Hell, I went Flawless three times last week using my Steam Controller. Seriously, watch some videos of players using gyro in competitive titles like Apex, COD, or Rainbow 6. You’ll be surprised how well they perform.
right now, I can't play FPS games without steam controller. This device is amazing and best thing available for couch gamer like me. But the steam controller can only be good for people who spent their time to practice because of its steep learning curve. And it is not plug n play controller, You have to spend early part of each game to learn gameplay and customize the control. but it will worth the time. it far more precise aiming than stick and very close to mouse. It is far more immersive and accurate movement than kb/m. I recommend you to spend more time with it.
You're not using it right. You want to use mixed input, meaning you want to mix m&k input with controller input. This gives you the snappy aiming of a mouse and the precise movement of a joystick.
There's a lot this controller can do that most people aren't aware of such as gesture controls (i.e., flicking your controller up to reload), using the trackpad for aiming AND for face buttons at the same time, variable gyro speeds (i.e., slower when ADSing), menus, realistic feeling steering for driving games, and much much more. You could dive deeper and use Valve's Action Layers to create layouts WITHIN layouts so you can hotswap between different builds and menu controls without having to swap layouts in the controller menu.
This controller was designed with PC players in mind, so Valve expected people to tweak and play with Steam Input to tailor their experience to their own play style. In fact, Value actively encourages players to avoid default layouts because they're almost always hot piles of garbage. Because you’re probably not well versed with Steam Input, which most people aren’t, I recommend using community-made layouts to get a proper feel of what the controller can do. After you’ve become comfortable using it, you should dissect each layout to learn how to properly use and setup Steam Input layouts.
Emulating a controller either by joystick or joystick mouse is not what the steam controller is designed for, at least not without modifications that would make it too similar to an Xbox Elite controller, you're right in that this controller is designed for keyboard and mouse inputs. I think the main problem with the steam controller is its steep learning curve and muscle memory, it's not immediately accessible in any game and requires a lot of customization, a lot more sophisticated customization than in my video, and unless you spend the required hours with a steam controller, it's hard to tell whether a touchpad and gyro can stand up against a mouse and keyboard in online multiplayer.
In console games like Halo, players are given heavy auto-aim to alleviate a joystick's imprecise movements, levelling the playing field with players that use mouse and keyboard, but developers don't design a game with a steam controller in mind which means you're on your own to figure things out.
You're right in that there's a lot of potential in the controller, farther beyond what a keyboard or generic controller is capable of, but the implementation is incredibly limited beyond Valve's customization options.
Thanks for your insightful comment, cheers.
And yes, it would have been better if I had used keyboard and mouse controls rather than joystick emu.
@@cewlshots “Emulating a controller either by joystick or joystick mouse is not what the Steam controller is designed for” yes it is, watch Valve’s GDC talk about the Steam Controller and Steam Input.
“But developers don’t design a game with the Steam controller in mind” true, but they don’t have to. Any and all games on Steam are required to support Steam Input, allowing Steam Controller users free rein to craft whatever layout they want. This also works for non-Steam games either by making Desktop layouts which work outside of Steam, or by adding them as a non-Steam game. I’d also like to mention how Steam Input was created by Valve to make controller configs easier for devs, allowing them to use a default layout for all similar devices such as the Xbox, Nintendo, and PlayStation controllers. This makes porting console games like God of War and the Last of Us much easier for devs because they only need to make the one layout to support all “standard” controllers. Unfortunately for the Steam Controller, this means you’re almost always required to create your own layout because most studios only support traditional layouts. But that’s where Community Configs come it. Whenever I buy a new game, I recently just bought GTFO for example, I typically use a Community-made layout and change a few things to meet my preferences. Community configs are great if you just want to pickup a game and play it.
I do agree with you, though, the Steam Controller does, indeed, have a steep learning curve. Also, like you mentioned, most people don’t have the time or patience to create their own personalized layouts for all of their games.
If you do manage to get past its learning curve, you actually can play pretty competitively in multiplayer games. Hell, I went Flawless three times last week using my Steam Controller.
Seriously, watch some videos of players using gyro in competitive titles like Apex, COD, or Rainbow 6. You’ll be surprised how well they perform.
Totally agree with you man@@TechMaestro01
Yeah... Your using it wrong