Linked by Thom Holwerda on Fri 27th Sep 2013 18:51 UTC

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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What makes you certain that the pads don't return to a neutral position simply by removing your finger(s)?

I didn't say the pads don't return to neutral, but that your thumbs don't return to neutral.

What makes you certain that the contours of the pads aren't designed to provide your fingers with acceptable or excellent feedback regarding relative position?
I said nothing of the sort. Your fingers don't relax to neutral though. You have to exert force to achive the neutral position.

What makes you certain that there's no way to press the buttons on the pads without lifting your finger(s)?

Actually, that's a good point. I don't know that and we'll see what we see.

How in the world can you eyeball a prototype, cgi depiction of this controller, and then decide: "The buttons don't look terribly responsive"?
Because small buttons look mushy to me. That's how they look.

Hahaheh, yeah man - I'm with you... just look at those buttons... _clearly_ they're not all that responsive... if you peer at the computer generated prototype beta images closely enough, you can _just_about_ see the obvious flaw in the electro-capacitators and force-feedback gyros - that's _definitely_ going to hinder button-response times.

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.
Yah, and press releases are never over-hyped. Note that I didn't say anything about latency.

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.

Reply Parent Score: 2

double8infinity8 Member since:

Ah - I'm a "kneejerk fanboi" because I pointed out why I thought your posts were full of glaring, kneejerk, assumptions. Tha'ts a pretty low bar to meet in order to achieve fanboy status.

I don't know how well or how poorly the controller is going to operate until I try it, and until I hear more detailed reviews from competent individuals who have actually used it to play actual games with.

I also don't know that the buttons are "mashy" by looking at the cgi rendering of the prototype conceptual images.

Edited 2013-10-02 15:48 UTC

Reply Parent Score: 1