Valve Introduces “Steam Controller” Gamepad
Valve has introduced a brand new way to play your Steam library of games from your sofa. Steam has announced their hardware beta and unleashed this gamepad controller so that enthusiasts can relax in their living room. Time will tell if this is actually what gamers want. Until then, we now have a competitor to the NVIDA Shield and next-generation console devices. Take a look at Valve’s announcement below:
A different kind of gamepad
We set out with a singular goal: bring the Steam experience, in its entirety, into the living-room. We knew how to build the user interface, we knew how to build a machine, and even an operating system. But that still left input our biggest missing link. We realized early on that our goals required a new kind of input technology one that could bridge the gap from the desk to the living room without compromises. So we spent a year experimenting with new approaches to input and we now believe weve arrived at something worth sharing and testing with you.
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. (Weve fooled those older games into thinking theyre being played with a keyboard and mouse, but weve designed a gamepad thats nothing like either one of those devices.) We think youll agree that were 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. Weve made it a goal to improve upon the resolution and fidelity of input thats 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 players 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 Controllers 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 dont 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 controllers 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 thats 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 havent 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 theyre 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 cant wait to see what you come up with.
Questions!
Is this the same beta as the Steam machines one, or is it separate?Same. So you only need to sign up once.How does the beta work? When will it start? How will you choose participants?Please see the FAQ on Steam Machines, because it covers lots of important questions.Im a happy Steam customer happily using my happy mouse and keyboard. I dont want a controller?You cant make a sentence into a question by just putting a question-mark at the end. But were happy youre happy, and by all means keep using whatever input method makes sense for you. Rest assured, we wont abandon you. We love mice and keyboards, too.Can I use a controller if I dont have a Steam machine?Yes. Itll work very well with any version of Steam.Im a developer – how can I include support for the Steam Controller in my game?On the same day that our prototype controllers ship to customers later this year, the first version of our API will also be made available to game developers.How will the beta controller differ from the one thats for sale next year?There are a couple important differences: the first 300 or so beta units wont include a touch screen, and they wont be wireless. Instead, theyll have four buttons in place of the touch screen, and theyll require a USB cable.
Whats next?Were done with our announcements, and we promise to switch gears now and talk specifics over here in our Steam Universe community group. Also well talk soon about the design process and how weve arrived at our current prototype. (Well post detailed specs next week for our living room SteamOS prototype, too.)We look forward to working together with you to design the future of Steam in the living room.