> This repository contains CAD files for the external shell (surface topology) of Steam Controller and the Steam Controller Puck, under a Creative Commons license. This includes an STP model of each, an STL model of each, and an engineering drawing with critical features/keep outs for each.
Feel free to use these to make your own Puck holders, Controller sweaters, or whatever else you want to create!
Your Steam Controller is yours, and you have the right to do with it what you want. That said, we highly recommend you leave it to professionals. Any damage you do will not be covered by your warranty – but more importantly, you might break your Steam Controller, or even get hurt! Be careful, and have fun.
[1] https://gitlab.steamos.cloud/SteamHardware/SteamController
Valve is the company where we spend a lot of money and they deserve it.
The rest is companies that trick people into giving them money (battlepass! lootboxes!) and they don't deserve it.
People often forget that consumers as a whole are the ones holding the power, and the sad part is that rewarding a company with a good product with your money stopped being the business model and it's now the exception.
I think Gabe Newell is a visionary for building Steam in 2003, way before Jobs had the same idea, but absolutely everyone and their mother hated Steam back then. I remember the memes on IRC and various forums (and I've been on Steam for a very[1] long time, the first or second day it came out I think). Two decades later, props to them and their useful acolytes for gaslighting the entire gaming community. No idea how Gaben is regarded as some sort of Christlike figure these days, but here we are.
Maybe it's just a "lesser of two evils" thing, as companies/platforms like EA and Ubisoft are the absolute scum of the earth.
You can't buy the top search result position on Steam. That alone sets them far apart for me.
It's really funny to read this given that Valve largely invented loot boxes!
Steam came out in 2003. TF2 hats came out in 2009. It’s lived in the world of micro transactions way longer than it lived in the before times.
I suppose, yeah, some things would be a lot worse without Steam, so there's that.
It's fine though, because they're nice to players and they've brainwashed them into giving their money to Valve instead of to the developers who actually make the games they fucking play.
I have paid $10 for every $1 of game I play, perhaps as high as $100:$1. A 30% cut of that seems totally reasonable. I have hundreds of games I keep just in case, and have played 10s of games I'd never have considered because they dont appear in Game Informer, PC Gamer, GoG, Twitch, Youtube, or other channels. They just are magically brought to me by steam, and I buy it and try it because I'm an adult now.
If game creators hate this, I feel bad for them, but I don't want anything to change as a consumer.
This doesn't mean Valve is perfect but if a developer is "suffering" because of a 30% cut they probably need to improve their pricing/game/community/etc.
Steam conveniently abstracts all of that for you. One stop shop. No complex deals just to deal with getting paid for your game (or additional content), barely any chargeback fraud, you don't even have to deal with stuff such as Germany's highly complex age rating because Steam abstracts that with a questionnaire. Steam claimed to recognize and support 237 countries [1], although that list includes disputed countries, so take it with a grain of salt, but in general I'd say unless a country is affected by US sanctions (i.e. North Korea, Iran, Russia, Belarus) or has its own restrictions (i.e. China), chances are 99% you as a publisher can sell your game in this country with everything being taken care of.
And on top of that, gamers likely will already have a Steam account with payment already set up, which means far, far less friction than the likes of Epic Games impose.
That definitely is worth a cut.
Indie games would be far more of a gamble to buy if Steam wasn't around, and just finding them would be a huge hurdle.
A list that's growing by the day lol
Maybe their business model is awful, but I love what they do, and what they have done. They have made my linux machine a top tier gaming option, freeing me from the only use of windows left. They have brought me the steam deck, which has a thriving accessory market due to their creative commons licensing. Etc etc. They are pro consumer.
I want steam to continue largely as is. In an ideal world all artists would be better compensated for the joy they bring to the world, but I'm quite happy as a consumer of art. Not to be too harsh, but frankly, the existence of struggle for recognition does not entitle artists to a penny of my money or a second of my time beyond the transaction they propose, nor does it entitle them to anything that Valve does or makes. That we can all work together well is a function of a local solution to the tension of conflicting interests. Valve is seeking a balance. It could be much worse for both sides.
But if you want, think of it this way - all of Steam's profits, billions of dollars, are only 30% of the sales they have brought. They made 17 Billion in rev last year, so nearly 25 Billion went to game makers / publishers. This is 2-3x what spotify paid to artists in the same year.
They're demonstrably not. I'd advise you to read up on the concept of a monopoly.
> They made 17 Billion in rev last year, so nearly 25 Billion went to game makers / publishers. This is 2-3x what spotify paid to artists in the same year.
And? I don't understand why you're just comparing two values in absolute values. You're talking as if Valve is giving away money.
If I didn't have Steam (or equivalent service like GoG), I wouldn't buy new games. That's just reality. I would play the same games I have for decades. Instead, Steam has created a very effective recommendation engine that gives me a great selection. That's more than worth a 30% cut.
You do not have hundreds of games. You have a non-transferable license to play those games while they are made available by Valve and while your account is not banned.
- One chargeback for your 5$ game can consume you 55$ or more, handful and you permanently lose the ability to accept the payment anywhere including future businesses outside of games
- Amount of people that will take parents cards is eye watering
- The value of offline payment acceptance in the form of physical cards (kids do not possess standard payment rails but can acquire your game on steam in the cash)
- They don't take flat 30% for almost a decade now
- You don't often get to use Stripe or 2-3%. Your cost closer about 15% if you choose to process you own payments
Yes Valve is very generous.
They take MORE from developers who make LESS money. I sure bottom 98% of developers never sell above $10,000,000 to decrease cut from 30% to 25%.
Very few indie devs or small indie studios ever sell over 50,000-100,000 copies.
PS: In practice if your project funded by publisher it means that you as developer will make less money from a game than Valve.
So that essentially means a publisher takes even more than valve, while doing almost nothing.
This sounds like personal experience. Can you elaborate?
Edit: OHH perhaps you are saying this is one of the benefits of Steam; that it shields you from all this.
Yes. In a sijmilar way: regular companies get Stripe at commodity pricing, games get xsolla, paysafe, tebex, and a massive compliance questionnaire, games are software (to you) but closer to porn or gambling on risk (to MoRs and processors).
People are less "likely" to charge back Steam because of their other games being frozen and Steam has volume to dilute chargebacks whereas you starting out may hit double digit dispute rates in one. Whether this is fair is an exercise best left to the reader ;.
They ran it at a loss and try to use its existence to declare everyone else overcharging. Apple, Google, Steam. Meanwhile, they were unable to make money, just proving they don't know how business works.
The number of fully funded attempts to compete with steam is impressive. Steam has more competition than any other of the major app stores. Steam also had to provide additional value over pre-existing methods of installing games on the PC in a way the Android Play Store or the PlayStation Store did not have to.
You would have thought that close relationship with the games industry- someone must know how to make a high performance native application. Yet it always felt like web developers pumping out another half assed Electron platform. The Steam store must generate billions in revenue -put some real manpower behind the engineering.
I'm very fine with them not getting a clue though, Valve spends money and effort on promoting Linux and Epic (Tim Sweeney) kinda does the opposite. With all the shit Microsoft is pulling, he still prefers Windows while complaining about it.
This is exactly how it's setup right now.
Edit: whoops that’s completely false. I do not know where I got that idea
They don't own the OS, they don't (until very recently) own the hardware, they haven't really made any major uncompetitive or anti-consumer moves I'm aware of, and they provide a service that the majority of devs consider worth it.
I guess you could argue they're taking advantage of a bit of a "natural monopoly", but there's still plenty of room for other people to eat their lunch, and things like itch seem to have carved out a niche for devs that would rather keep their money than get the additional services Steam offers.
I don't think Steam is flawless, but for how powerful they are, they sure seem a lot less evil than almost every other large corporation.
Valve built a platform that gamers like, and gamers like it for all the choices Valve made.
I also find it interesting you chose "not allowing reselling" as a thing that would have made users not like steam... but not allowing reselling is probably the feature that game developers like the most! I wouldn't be surprised if developers would choose to keep the 30% fee over dropping the fee but changing to allow reselling.
Same reason to embed your trailer on your site with YouTube, even if you could afford the bandwidth and keep users from having to watch ad-rolls--self-hosted and the YouTube algorithm will punish you.
A huge part of the high profits portions of the economy is based on this kind of winner take all capture.
I can easily see this providing value above and beyond most other retailers that would sell video games. For example, Best Buy takes a 30% cut for physical merchandise, without providing any of the above mentioned features.
Counter-Strike especially has a pretty nasty gambling scene that Valve refuses to control, even though its only possible because of their marketplace and APIs.
They knowingly profit from gamblers if you will but gamblers are going to gamble.
The gamblers were offered e-sport or gambling and they chose the latter.
You could use Robinhood to build up a growth portfolio starting from a handful of dollars or you could use it to buy 0DTE OTM options on credit. Guess which one the gamblers chose.
Steam lets you trade your items with others. with all the copycats that came out, im not sure any of them allow for you to trade things you bought with other players within the same game, let alone letting them buy it off you for virtual currency you could use to buy other games with
without trading they effectively remove everything about exchanging money for goods except the gambling part. and for regular microtransaction stores without gambling, it just kills the second hand market for sake of profits
steams dollar system is very clearly 1 directional as well. you put money into steam and it never comes out without violating their terms of service
the point isnt to eliminate gambling. the point is to make sure the people gambling are doing it responsibly. and if you do that and enable trading then you have other benefits to the ecosystem and make it easier to engage with it however you want, even if it's just to only buy old unpopular items for cheap. because if thats all you want to do, you are forced to pay for fewer "fresh" items from the shop in other games or gamble a little bit and live with whatever you get (which will also likely be less total items for same price in addition to likely not being the unpopular items you would have selected)
so i have a hard time believing the companies that dont have a trading system are doing so for any reason other than try to squeeze more money out of normal users who would have otherwise spent less in a more robust market system.
Could you perhaps back that claim up with some documentation from Valve?
I'm glad valve exists, but they are not a charity and do not need your sympathy.
Another POV is, nobody on HN has any idea what he's talking about, it's all vibes.
Those of us who have been customers over 20 years often have a pretty significant investment in Steam content, and Gabe is getting old.
[0]: https://imgur.com/a/2XbM18n
edit: fixed image link
- Most of his dives look to be rec depth
- He isn't running any crazy gear like a CCR
- He has instant access to a chamber, so any DCS worries are virtually zero
- There is no go-itis for him. If weather is bad, he just packs up and sails to somewhere nicer
Out of all the rich people hobbies, scuba is about the safest
Scuba fatalities fall into a few buckets, the big two are inexperience/bad decision making, and older folks with health issues (underwater heart attacks/respiratory distress, basically).
As a former dive pro, an overweight 63 year old is someone that I would keep a very close eye on while diving.
The odds are pretty low, but there is a reason that many life insurance companies exclude scuba divers from their coverage.
That said, I'm happy to let him live as dangerously as he wants, he deserves it.
The most common reason people die while on scuba is running out of air, if you always buddy and you have a bail-out cylinder that should be essentially impossible while rec diving
"but there is a reason that many life insurance companies exclude scuba divers from their coverage."
They will refuse to cover you outside of rec diving because of all the reasons I just stated
As I stated, the most common way to die diving is from a heart attack or other health incident according to DAN. Running out of air is a very uncommon cause of death in rec diving absent a primary factor like entanglement. So no, you are absolutely not reducing your chance to 0 by doing everything right. You are eliminating the chance of suffering a death from one of the things that doesn’t kill a lot of divers. An overweight old person doing an activity that stresses your lungs and circulatory system in an unforgiving environment is inherently high risk no matter how thorough their skills and preparation.
Double check your health insurance, many exclude rec diving as well.
Every single dive instructor has a story of seeing an old guy have a heart attack, myself included (he survived, barely). The only other death I know of besides old guy heart attacks where I worked was a young guy that had a heart attack.
There's no nice way to say this, but maybe you need to re-evaluate your relationship with this video game company.
Are they compliant in the Australian market now?
https://www.investopedia.com/ask/answers/042915/what-are-som...
Berkshire Hathaway, Novo Nordisk, ASML, TSMC, Saab, Atlas Copco, Texas Instruments.
(Perhaps not that many from the US though, relatively speaking? Not sure TBH.)
*Owner must be a decent human being
Real OGs remember that you could get fairly new AAA games for a song on, like, a random Wednesday. It was part of the initial appeal of Steam. Those explicitly went away because of the refund policy. https://www.reddit.com/r/Steam/comments/4pnd4p/psa_yes_there... (People were really upset at the time)
Their new refund policy is great, but it wasn't completely free to consumers.
The "played for less than two hours" refund policy is more of a compromise than great, IMHO.
It works well for games that are quick to run and enjoy. However, quite a few of the games I've played will easily burn two hours on loading, compiling shaders, watching unskippable branding animations (splash screens), tuning graphics settings, setting up key bindings, and working past miscellaneous bugs.
Steam's "play time" clock starts when the game executable is launched, and keeps running during all of that nonsense, even at title screens and menus. Some games have run past Valve's return window before I got even a minute of play time.
It would be nice if one of Steam's widely used APIs (Steamworks?) included a way for a game to register when it is actually being played, as opposed to loading or setting up or sitting at a pause screen. I think this would help with the return window problem, and finally make the played hours count on our Steam profiles somewhat accurate.
I always used the "doesn't work on my system". Though, most of the games I've refunded were really not working on Linux the way I'd like and I just didn't want to hack around or have to reboot into Windows for that game.
Two hours is far more than enough to determine if a game is for you.
At least personally, I'd prefer having to wait a few months and having a good refund policy over more sales
I think more importantly for Valve though - the daily flash sales were incredibly important to drive engagement and grow their presence.
I think the "why didn't Valve offer refunds before" is kind of revisionist. It wasn't clear that refunds were even a necessary component of cheaper digital games at the time.
Everybody else could stand to take lessons from them
If you want a purple Steam Controller, you can load Valve's STL into your favorite slicer, 3D print a new shell, transplant the electronics, and you're done.
If you want a purple MacBook, could you do the same with those Apple PDFs?
> This repository contains CAD files for the external shell (surface topology) of Steam Controller and the Steam Controller Puck
Then Apple's lawyers come for your liver.
Edit: spolling, I have a fever.
Headphone piece broke. Replacement was covered under warranty. Once. After that it was $30 a pop from amazon for the replacement part. Both of the parts provided under warranty (it was a set of 2) broke in the same way.
Figured if the parts break that regularly, I would wind up spending $500 in just a few years on replacement parts, might as well just get a printer. The part already had a model available (it was apparently a common issue), and the printed version hasn't broken yet.
I know nothing about making models, so the fact that the community already had the replacement part ready to print for me was a huge win, and Valve doing this basically guarantees that there will be a variety of "Controller stand, with puck slot" and replacement part prints available. HUGE win.
It's a flavor of 3D modeling called "constraint-based." You've heard the adage that if you give a million monkeys typewriters, eventually one will write something coherent? Constraint systems embody that same idea: There are infinite possible 3D models. You keep adding constraints until you narrow it down to only one possible solution that fulfills all of them.
I also love playing with build123d, dune3d (uses solvespace constraint) and SolveSpace.
Do love Solidworks but I'm on linux now so time to embrace the other options more.
Caring about the products they make and their customers seems like sorta the default for most people but large companies learn apathy eventually (or maybe it's mostly the companies that prioritize growth this way that become big). I wonder if less top down control at companies (especially by finance investors) would have them be better to consumers.
Resin based printers are a whole different story though. They can make really durable parts. And even FDM with more advanced filaments have gotten competitive.
Prior to Steam, I used to routinely buy used games, give away copies of games I didn't play anymore, etc. Steam basically ruined all of that.
Still sucks that used games died and the forced game upgrades that come with Steam have their issues too, but PC gaming was a horrible mess before Steam cleaned that up. Heck, I'd rather rebuy a game on Steam than find out what those vintage DVD copy protection does to a modern Windows. Most PCs don't even have a DVD drive anymore anyway.
Can only hope that Stop Killing Games is the first shell in winning back our digital rights
Not sure what you mean by "not great," the Steam Deck is awesome. The one in our household is like 3 years old and still sees daily use. They have been very well received by the PC gaming community.
SteamOS is mostly just the regular Steam client on top of Linux. You will get more or less the same overall experience by starting with a reasonably capable GPU, then installing any mainstream Linux distro, then installing the Steam client, and making a few tweaks. Valve has been very active in upstreaming fixes and features to upstream projects like the Linux kernel and Wine, so the Steam Deck (and soon Steam Machine) doesn't actually have any special sauce, it's just a nice self-contained unit for those who just want to play games and not be bothered by the OS under the hood.
https://en.wikipedia.org/wiki/SteamOS
They aren't going to let you advertise them as Steam-branded hardware without an agreement, but there are multiple handhelds that have done so to be branded officially Steam Compatible.
Likely to change soon though with the steam machine release
The gambling thing is whack but at least it's not polymarket.
Regular controllers are good for people with the default number of arms, legs and fingers. But if you have some kind of disability, it's often pretty unique.
Regular game/computer controllers for disabled folks were pretty pricey last time I've checked.
AFAIK, 3d printing is not that expensive. Many places have hacker spaces or just people who print for almost free.
So I guess it's a huge win for people who need accommodations. I'm very happy for that!
I'm not disabled myself, it was just the first thought I had when I've read the news.
And then there was the N64 controller...
Windows is designed for gamepads to emulate an Xbox controller. All those Steam Deck competitors are implemented as an Xbox controller with a partial keyboard grafted on. That's why you need Legion Space or Armoury Crate to make them usable - they tell the controller firmware what keybindings to send for those rear paddles.
InputPlumber serves this purpose on Linux. Without it, you just get ABXY, start, select, nav, and shoulder buttons - the same layout that's been on the Xbox forever, because games don't understand the random partial keyboard that shares an internal USB hub with the Xbox pad clone. Thankfully on Linux, you're not stuck with one durable keybinding per paddle - once InputPlumber unifies that USB hub back into a controller, you can map all its buttons per-game with Steam Input. This controller brings that same convenience to Windows too.
It's not that Valve is making a proprietary controller - it's that the Windows gaming ecosystem assumes a proprietary controller, and Valve doesn't conform to that assumption. Instead, they provide a fully featured controller and let you configure it per-game in Steam. Considering Steam is the launcher most people use for most games, that's a totally reasonable tack.
PS4 controller support on Windows used to be a huge hassle, because you had to install DS4Windows to make it work. Nowadays, Windows automatically downloads the proprietary drivers to make it work, but I'm not sure if that covers the PS4 controller-specific features such as the touchpad, gyroscope, lightbar or if it enables XInput support. I think the PS4 controller situation supports what OP above is claiming.
Note: the Windows support is a WIP and the devs don't have the new Steam Controller
It would be better if they released drivers instead.
If you had rosetta it would be able to self-update to the new universal binary, without it you have to do this one update manually.
$ file steam_osx
steam_osx: Mach-O universal binary with 2 architectures: [x86_64:Mach-O 64-bit executable x86_64] [arm64]
steam_osx (for architecture x86_64): Mach-O 64-bit executable x86_64
steam_osx (for architecture arm64): Mach-O 64-bit executable arm64
% file steam_osx
steam_osx: Mach-O universal binary with 1 architecture: [x86_64:Mach-O 64-bit executable x86_64]
steam_osx (for architecture x86_64): Mach-O 64-bit executable x86_64
A custom driver could always be made by the community. It feels a little absurd to expect Valve to write and support four different gamepad drivers, when they only need one.
That is what the entire industry does though. Imagine if you needed an application running in the background for every peripheral you have, for your monitor, for your GPU, for running a hotspot on your smartphone over USB. Imagine having to install a piece of software to access a thumb drive. And that all those applications also needed user accounts. That is the entire point of having drivers.
That's exactly how you create a walled garden. You build a garden. Get people in. Then wall it up.
If all the games respected HID and Valve did something proprietary, I would understand the skepticism. The truth is that most games are engineered with platform integration (e.g. for achievements, controller mapping, etc.), and fallback to the Xbox API. It's reasonable for Valve to sell a controller that takes full advantage of their platform.
Also, Valve's primary OS is Linux-based. There's surely either already a module upstream in the kernel or one is coming soon. That is: open source software to take full advantage of this controller. That's not the same thing as a walled garden.
FWIW, it appears Valve is sponsoring development now. Vicki, one of the maintainers of the SteamOS kernel, is the most recent contributor to https://github.com/torvalds/linux/blob/master/drivers/hid/hi...
It's too annoying to search more recent linux-input submissions to see if anything has been pushed upstream yet specific to the new controller.
Of course now that they've made controllers work properly, they'll use that work to support their own controller, and in particular enable features like analog triggers + gyro aiming + rumble (xinput can't do these simultaneously), extra buttons (xinput can't do this), and the trackpads (you guessed it).
And it is Windows, because on Linux the controller does work without Steam if you get the right drivers. It doesn't get the full features but it's functional as a gamepad, at least.
So it’s the controller and not Windows then, if partial functionality is okay (which seems fine to me).
I don't have any reason to believe that similar projects won't work for the new version.
Sc-controller theoretically works, somebody with the hardware has to test though:
This review says otherwise:
https://www.gamingonlinux.com/2026/05/the-new-steam-controll...
> Using The Steam Controller Completely Outside Of Steam
> [...] However, at least on the newly released Fedora KDE 44, the system does appear to detect it as a basic gamepad out of the box.
> [...] I installed LIMBO from GOG with GE-Proton and it worked great even with vibration.
More example games are described there as well. A few apparently get confused by the Steam Controller presenting itself as a game controller, a keyboard, and a mouse, but most seem to be fine.
Those tests were done on Linux. I wonder if it's any different on Windows.
on Linux I think there's a kernel level driver, but I'm not sure
On Linux, whenever I connect to my computer without steam running, it will show up as a standard USB HID device. This means, funny enough, I can use the trackpads like a mouse n stuff on my desktop environment.
However, SDL3 (and SDL2 via sdl2-compat and SDL1 via sdl12-compat with sdl2-compat (lol)) supports the steam controller. This means that, without using steam, I get native gyro support and stuff in software like Ryujinb and Citron.
Furthermore, at least on linux, there is sc-controller which is a userland driver that makes the steam controller present itself as a standard Xbox controller. Of course, this means you aren't gonna be able to use the fancy features directly in the game, but it does mean for software that doesn't use SDL and isn't on steam directly, it will act as an FOSS alternative steam input layer. Also, it even has Cemuhook motion server. This mean before SDL3 added gyro support for the steam controller (giving any emulator using SDL3 and SDL2 via sdl2-compat gyro support native), you could have still used gyro controls. Also, with Proton now, I think there is a flag to tell Proton to use SDL input method instead of steam input. I think this means (i have to test it), that you can use SDL to use steam controller with proton outside of steam.
I think on windows, we will see something like sc-controller.
The original steam controller had a program to allow users to map the controls without steam, hopefully it will add support for the new one as well.
I was very curious about this, No video I saw even said anything about the Steam Software being needed, and is extremely disappointing, on my computer I make a point that I only have steam running if I am playing a steam game. If I am not it is not running and it does not auto start.
Now if it works with steam closed, I am slightly more ok with it but I would love a driver that is not coupled with Steam.
Though I do think it aligns with Valve’s initiatives lately. I don’t think I would go so far as to say walled garden but SteamOS is clearly geared towards using the Steam Store for everything (sure it has desktop mode, but the focus is clear) and their half assed Windows support (despite promises) on the Steam Deck.
Don’t get me wrong, Valve has done a lot of good but I do worry at how quick we are to defend them. I mean I even see people defending their rumored use of AI saying things like “well if there is any company I would trust it would be Valve”. Yeah that won’t backfire.
Edit:
Wait, it won’t even work with a game if it isn’t launched through steam? Are the other comments correct? If that is true, Yeah that is a big nope for me and of course more are not talking about it.
I refuse to let steam or any software run that is not related to my current task.
Why do we criticize Razer for shady practices with their hardware and software but it is fine that Valve did this?
However, the configuration utility for it is part of steam, it is a highly configurable controller, so much so that it could be argued much of it's utility is lost without this configurator.
While we could argue about the state of Windows, Steam also did not have to engineer it this way and the requirement of launching through Steam feels deliberate.
From what I can find, as others have mentioned, the 8BitDo controllers don't require Steam to be running to work. I presume the PS5 controller likely also does not (I will test this later)
My PC may have installed something on its own, but I did not.
However I don't have an issue if there is a driver, the requirement of Steam running and apparently launching the game through steam is the issue here.
Edit:
I just realized I completely missed the not in your message:
> I can confirm that you do not need a Sony/8BitDo user account or any of their software running in the background for the controller to work.
so I guess my reply was not necessary, I need more coffee...
Valve does deserve criticism for the royal pain certain things are though. For example non-technical users will absolutely struggle to get Proton working without Steam, the process in doing so is purposefully kept undocumented and esoteric. There's 100% a little bit of undesirable obfuscation Valve does to push you towards just using Steam to run their OSS. It's definitely non-Free in the purist sense.
I assume(hope?) it is usb device class HID(or whatever the equivalent is for blootooth devices), this is well understood and there will be SDL/independent drivers for it in a day.
On the one hand Microsoft's Xinput is sort of nice for standard interoperability. On the other it is sort of a crippled specification, woefully inadequate for anything other than a xbox controller, their earlier direct input driver spec(xinput is a shim on top of this) was more capable. but I still don't think it can specify a touchpad.
It's possible they deferred making generic drivers to release faster and those will come out later,kinda like steamOS windows drivers came out later
SteamOS is technically licensed under GPL, but Valve has yet to release the source code for 3.0 (4 years ago...)
The last activity in the public kernel repository was 9 years ago.
That's not true. You get a reduced functionality controller with trackpads that can still be used to start steam back up.
The software around controllers is universally bad, and Valve is the first to really try to fix it. We need a successor to XInput that is less limited.
This isn't to say that you're wrong about your main point. Steam is heavyweight to use just as an input profile selector at application launch. But you should be careful about details if you choose to include them.
In practice half-assed HID drivers by OS, badly designed OS<->application APIs, hardware manufacturers copy pasting HID descriptors from other devices, not following the standard properly, firmware bugs getting fixed with drivers instead of firmware fixes, intentional discrepancies from standard, console manufacturers reinventing the wheel has lead to the current mess.
Better yet if you use Heroic instead of the official Epic launcher, it will let you add the game directly to Steam.
This is basically how people use 3rd party games on the steam deck. You want them added to steam as 3rd party games for easy access in game mode, so you just add any non-steam games to steam. Heroic and other launchers make it pretty effortless, but you can do it manually as well.
Even open source controller remapping tools (not just Steam Controller) and similar used ViGEmBus which is no longer maintained. You can have it do mouse/keyboard though, those don't require custom drivers.
Glad to see that valve is using the best CAD software :)
Just because it was withdrawn in 2005 does not exclude its wide use in industry
#93459=APPLICATION_PROTOCOL_DEFINITION('international standard', 'config_control_design',1994,#93458);
I will feel free to ignore comments on AP242 from PTC if they can't be bothered to use it.I have a Steam Deck and love it, but the only experience I have with those pads is “dammit I accidentally touched the pad again.” If I want a mouse, I just connect a Bluetooth mouse.
I thought for sure everyone knew it was a flop and we’d never see it again, but obviously that’s not right since they are back. What am I missing?
https://steamcommunity.com/games/353370/announcements/detail...
I know multiple people whom are quite attached to 10+ year old mice that haven't been manufactured for quite some time, and would like to keep the familiar shape and design.
Every discussion about Ticketmaster and/or scalpers is full of people who think if it wasn't for scalpers and ticketmaster, we could all go to every concert we want to for a reasonable price.
It is the same thing with the tech community and the price of hard drives, RAM, and GPUs right now. I have seen so many comments by people saying they "aren't going to support the price gouging" and seem to think manufacturers are just taking advantage of the hype to increase their prices.
Of course DRAM manufacturers are taking advantage of the current situation, they're companies and making money is what companies are for. The problem is that DRAM manufacturing works in boom-bust cycles, building a new factory is capital intensive and slow, so additional supply will come too few and too late to press prices down to a sensible rate above manufacturing costs.
But since it’s a global market the missing supply raises prices everywhere…
Each show has a set number of seats... it isn't an artificial monopoly, it is an intrinsic monopoly. People don't want to just go to A concert, they want to go to a SPECIFIC concert, and a concert venue only holds a set amount of people.
I'd be extremely surprised if they didn't do that.
EDIT: I see others here mention 2 max. Haven't heard that before, but that makes more sense to me.
Is it really? I go to my "local" second-hand marketplace and I see countless of listings for the new Valve Controller. I think it's fair to say most of those aren't "Ops, I made a purchase and I can't return it" but most likely being scalpers. No doubt, some of them are fake as well, but regardless, tends to be fairly easy to see when things are being scalped or if it's actually just high demand, if it's the latter, you don't see tons of second-hand listings the day after it opened.
But you do? If someone puts it up on second-hand markets, they're not intending to keep it, they're intending to resell it, why put it up otherwise?
Me, I don't think so. I just think people really wanted to get one.
There was a limit of 2 steam controllers for this sale, but it sounds like that limit was only per transaction, and didn't prevent an account from placing multiple transactions (if the store would load for long enough to allow it). I don't think any of the other limitations were in place.
https://creativecommons.org/licenses/by-nc-sa/4.0/ the CC BY-NC-SA 4.0 wouldn't let you sell it no
It's information age. Information about publicly offered stuff should be public.
Unfortunately we rely on voluntary heartwarming gestures like this one and reverse engineering attempts by hobbyists.
Dont care about controller, memory card or deck charger or whatever other irrelevant addition to existing products you have. I just want an update on the Frame. And yesterday too. Thank you for very much for your time and attention. Until our eyes meet again.