The Steam Controller from Valve has become significantly more valuable beyond the Steam platform.
The Steam Controller's most significant issue may already be undergoing a fix.
Valve's new Steam Controller has had a strong debut. Initial impressions have been favorable, and the $99 controller sold out rapidly after its release.
That high demand also attracted scalpers, who began listing the controller at inflated prices. In response, Valve has established a reservation queue to provide genuine purchasers a better chance at upcoming stock. Nonetheless, one recurring concern has emerged: for many gamers, the Steam Controller felt overly tied to Steam.
What limitations has the Steam Controller faced?
For gamers who use Steam as their primary platform, the setup is effective. Steam Input manages the controller's advanced features and offers users substantial control over its operation. However, numerous players do not keep all their games within Steam. For those users, the controller was harder to endorse since it did not function as seamlessly with alternative launchers and non-Steam games.
That situation is beginning to improve. As noted by Phoronix, support for the new Steam Controller has been incorporated into SDL (Simple DirectMedia Layer), a popular cross-platform library utilized by many games and applications for controller input. Additionally, a mapping update has been released, which should enable the controller to operate more like a standard third-party gamepad in SDL-compatible games.
How effective is it outside of Steam now?
Initial tests appear promising, even if it's not yet flawless. Testers in the SDL pull request reported that the controller functions with or without Steam running and that its touchpads, capacitive stick touch, grip sense, back buttons, gyro, accelerometer, and the QAM button are operational to some extent.
However, minor touchpad glitches remain, and having Steam open in the background can lead to double-input issues in certain scenarios.
For the time being, it seems that the Steam Controller will need to depend on SDL to play third-party games. Valve developer Pierre-Loup has already explained that implementing standard Windows XInput support would essentially make it function like an Xbox controller, potentially limiting its distinctive inputs, requiring a different mode-switching setup, and adding extra costs for users.
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The Steam Controller from Valve has become significantly more valuable beyond the Steam platform.
The main early drawback of the Steam Controller was its strong reliance on Steam. However, with the addition of SDL support, it is expected to be far more practical for non-Steam titles.
