
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 we've arrived at something worth sharing and testing with you.
Where Microsoft and Sony show zero innovation with the Xbox One and the PS4, Valve is the one pushing limits. Their controller is quite, quite unique, and has a whole different approach than what we've seen before - instead of two inaccurate joysticks, it has two super-precise touchpads with advanced haptic feedback and the ability for both absolute and relative positioning. Go read the description - a summary won't do it justice. And, as always: hackable. Yes, even the controller is open and hackable. Wow.
They're on the right track here. If I were Microsoft or Sony, I'd start getting worried.
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Member since:
2005-09-10
I didn't say the pads don't return to neutral, but that your thumbs don't return to neutral.
Actually, that's a good point. I don't know that and we'll see what we see.
From the release: "Built with high-precision input technologies and focused on low-latency performance" ... except well, for the buttons... they forgot about the buttons.
I don't know why so many knee-jerk fanbois show up when criticism like this shows up. I explained my concerns and I'm about 99% confident that it's not a controller I could ever use for more than a few minutes. However, I'm willing to be surprised -- but only by the physical device, not by some Valve fanbois.