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"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."

[...]

"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."

Wow.

It sounds as though they have managed to combine mouse-like precision with the simulated, tactile feel of a physical, analog stick. I suspect that there will be user-defined settings, so that you can set the precision of the tracking, allowing you to achieve the perfect "free look" (a.k.a. mouse look) and standard character movement, based on how much pressure you tend to personally (and independently) apply to each surface.

That is very compelling.




How would one play something like Street Fighter with this controller, the button placement seems like it wouldn't allow for a good experience with fighters or even platformers.


Yeah, this controller is definitely for "PC type" gamers.

Most fighting gamers prefer to use wired USB fighting sticks anyways, and given that those sticks tend to work out of the box on most operating systems, I would expect them to work on the Steam Machines too.

IIRC, Steam only really has three modern fighting games (SFIV:AE2012, SF vs Tekken and KoF13) -- I don't know that Capcom or SNK would plan to port those Windows games over to Linux anyways -- you'd likely have to play them streamed, and I'm not sure that any serious fighting gamer would want to do that.


I'm not entirely sure it's been designed with games like that in mind. I imagine the expectation is you use another pad (e.g Xbox controller) for a game like Street Fighter - or in that case, ideally an arcade stick.


Note that there are also six button fighting pads that should be compatible with the Steam Machines too.

The one in particular that I find most interesting is the one for the upcoming Hyperkin RetroN5 -- it's a six button bluetooth controller with a microswitch based thumbpad (much like the ones that came with Neo Geo home units from the 90s).

http://hyperkin.com/blog/2013/03/retron-5-details-revealed-f...


That is not true, it's designed for you to be able to modify the controls.


Just because you can modify the controls doesn't mean it's a good controller for all use cases.

For example, it would be very difficult to do an ultra move in Street Fighter IV on one of these pads -- i.e., quarter-circle-forward x 2 (LP + MP + HP). A standard d-pad with tactile buttons is much more precise.


How about mapping the triggers to LP/MP/HP and what you would normally have on the triggers to the right trackpad?


Might work for some people, but I'm personally used to using a fighting gamepad that has six face buttons in the standard 'Capcom' orientation.

People who learned Capcom fighting games on normal pads are usually OK with triggers, but I learned on a stick, so using the triggers goes against my muscle memory as I still use a stick regularly as well. My fighting pad, however, is much more portable than my stick.


I think it will work very well for platformers actually. Those games usually have just 2-4 buttons. There are definitely 4 easily accessible front face buttons.

Fighting games will probably still require an arcade stick. I've tried playing these games with an Xbox controller, and while it certainly works better than a keyboard, it still sucks. Gotta have the stick.


Map positions on the right touchpad to buttons?


I kept reading your comment expecting it to retort at some point; but no, you're interested in the controller.

From the pictures, as it mentions nothing in text, it looks like they have setup dual zones on the trackpads. If they do allow user defined settings, I hope they will allow you to adjust different precisions on the areas - allowing for use of the outer ring as quicker turning, faster running and the inner rings for more precise aiming and walking. That would definitely help a transition for PC gamers, whose mice can be swapped across a mousepad quickly or slowly for fine tuning to the gamer. Many gamers also use a button on their mice to realtime change the DPI for more precise aiming.


The Valve page mostly talked about mechanical and electrical design openness, but if the input mapping api is open too, I'm sure they'll be as many mapping options as there are game mods.




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