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Valve announce Half...oh wait it's a Steam Controller.

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    Valve announce Half...oh wait it's a Steam Controller.

    3rd announcement in the trilogy of announcements this week.

    Steam OS
    Steam Machines
    Steam Controller.

    Here's what it looks like.


    Configuration for Portal 2.


    Announcement.

    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.

    #2
    It might just be the disappointment that comes from you using the H-word but these Steam announcements just seem like stuff the world doesn't need doing things that stuff we have already does.

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      #3
      In the same way that I have to connect a Windows PC to the Steambocks then to the telly, do I have to plug the Steam controller into a Wiimote or something?

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        #4
        Half Life Ep 2's 6th anniversary next month.
        Worst part is, no matter when they make or release half life 3, everyone who wants it will buy it and in the end they won't care how long it took.
        Valve can literally do no wrong and they own the PC digital market.

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          #5
          Sweet jesus christ. That... thing... is horrific.

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            #6
            I feel like I'm missing something here - I really like how that controller looks. I'd definitely need to feel how those trackpads are first, but if they really do give more precise analogue input then I'm impressed for them managing to innovate for the better. And given how you'd hold that controller it seems to me the face buttons are in the perfect location to be reach by the ends of your thumbs. It's unorthodox but so was the d-pad when it first came out. I'm not even a steam user and I'm excited by these announcements!

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              #7
              Errrrrrm, i just dont know what to say to that controller. They would of been better off selling a wooden board with every steam box for use with a mouse and keyboard .

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                #8
                You can plug your iPhone in and use it as a speaker dock too.

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                  #9
                  Originally posted by danstan21 View Post
                  I'd definitely need to feel how those trackpads are first, but if they really do give more precise analogue input then I'm impressed for them managing to innovate for the better.
                  Wacom tablet (Intuos and up) have them, and they are not exactly the most precise method of control out there...they are fine for zooming in and out, scrolling and so on, but Valve really need to nail down the hardware and the software, maybe implementing customisable dead zones and sensitivities (similar to what a lot of high-end HOTAS do), otherwise those are going to be a nightmare to handle.

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                    #10
                    It's reinventing the wheel. The track pads could be a tad more responsive but no more so than a mouse would be. To compensate for the lost face space they've had to relegate some buttons to the lower rear of the pad to be operated by your non-trigger fingers. There's a reason they've used Portal 2 as the example and it's that the controls are so basic the pads flaws don't glare out. It's why I'm surprised at the reverence Valve receive. Half Life is a great series and full credit to them, Steam has been an impressive business venture also. There's undoubtedly skilled peeps there but L4F, Dota, Team Fortress, Portal, Counter Strike? All half merits as they were primarily born of buying other peoples successes. Hiring those involved allows them to pass them off as Valve concepts. Again, don't get me wrong, I give them credit for decision making in choosing those projects and fine tuning them but despite the image they try to convey they're corporate first and devs a very distant second hence the severe shortage of Valve born concepts and ip's. Probably why there's no HL3, knowing expectations they probably can't think of an approach that would meet them. Steambox literally feels to me like a vanity project that will fail once launch hype dies. It's a convenient format for Valve but that's all. They're taking on infinitely bigger fish armed with a rubber sword. Though given their anti-MS stance I guess we can rule any XBO love out from them then.

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                      #11
                      Thing is, back six years ago the only expectation for Ep3 was more of the same and there shouldn't have been a problem meeting those expectations and actually finishing the game off.

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                        #12
                        Originally posted by Family Fry View Post
                        Half Life Ep 2's 6th anniversary next month.
                        Worst part is, no matter when they make or release half life 3, everyone who wants it will buy it and in the end they won't care how long it took.
                        Valve can literally do no wrong and they own the PC digital market.
                        They better keep stringing people out on the promise of HL3 because this new Valve is just getting bizarre. They're turning into Michael Jackson.

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                          #13
                          Hmmm. About as much negativity as I expected from the majority here.

                          Might be total crap but it is attempting to solve a very real problem. Living room, sofa and mouse & keyboard do not work together. Current pads mean a whole back catalogue of Unplayable games. There is a need for this controller in order to complete the pc in the living room story. Maybe it won't work. But maybe it will!

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                            #14
                            Valve should of called me I have a new prototype I call it the "sofa king awesome" because it's so fuc*in awesome. you can fund my kickstarter today ?19.95 with a amazing choice of fabrics gets you two of these bad boys.



                            Ignore the old cow having tea and biscuits this is an elite gaming device for the new steam box.
                            Last edited by Lebowski; 27-09-2013, 19:49.

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                              #15
                              I think it looks really cool actually, and I'm not a huge Steam advocate despite a long history with the service. How it will work I cannot know without trying it but if Valve is confident enough to release something like this then I cannot help feel that it works really well. Perhaps not perfectly initially but the kind of care they put into their products makes me feel they will be able to fine tune any issues within a short period of time.

                              Will I want one? No, but this isn't aimed at me. I would certainly like to use one though, might make for an interesting FPS controller.

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