Nice write up. That Metal Gear Solid gyro Steam Controller demo is legendary. It convinced me to get the Steam Controller after initially dismissing it and seeing no point.
I’ll try Doom though. I saw a couple of Doom 1-inspired games this year. I can try those.
Gyro works great with Doom. I played through Doom Eternal on nightmare difficulty without aim assist. Gyro is the closest to mouse like precision on a controller if you aren't using aim assist.
Lot of life long controller users aren't good at aiming using only joysticks either with increasingly stronger aim assist over the years doing the bulk of the carrying which has led to some players saying a games controls are bad if the aim assist is weaker than ones they do well in.
Then add in how different the dead zone and acceleration curves are for joysticks from game to game and it makes carrying over muscle memory difficult even if you master joystick in one game. It's like how acceleration can throw off mouse users.
But, gyro helps a lot if native gyro is mouse like or you opt to bind mouse to gyro, since the sensitivity is something that can be replicated from game to game like people do with regular mice. This video might be a good starting point. One quirk of gyro is that some games you can just bind mouse to gyro and start playing, but other games may not support simultaneous gamepad + mouse so having to opt for mouse and keyboard binds on the controls. Some people bind joystick to gyro but that introduces unwanted negative acceleration.
I recommend Portal for starting out and getting used to gyro. Then once you are used to aiming with gyro something like Left 4 Dead 2 which has good Steam Input support.
If strong aim assist is present then that can outperform gyro, but that also can outperform a lot of mouse users to the point that even PC lobbies have mouse users abandoning mouse for aim assist supported inputs. So it depends on the level of aim assist. But, with aim assist removed from the equation gyro is better than joysticks and is surprisingly usable against mouse players despite the absence of auto aiming.
Do you encounter the same issue in desktop mode too?
I tried it on my steam deck and was able to apply my custom template to another game in the normal Steam Deck mode so I wonder if maybe the config is corrupted? Maybe make a simple test config template to check out if it applies to other games is worth trying before making your main config from scratch again.
Simplest way I think is saving the controller layout as a template and then you should be available to see in all games when you go to templates.
I do this for the Steam Controller where I saved a general template to use across games so I don't need to reconfigure every single part from scratch.
I wish they made it easier to find games that support simultaneous mouse and game pad inputs, since I like to map mouse to gyro and ideally get analog joystick movement over having to map movement to WASD. And better if they put down whether the game supports locked glyphs so it isn't switching between keyboard and gamepad icons due to detecting mouse and gamepad commands.
It is stable.
Steam Input for use with my steam controller and playstation controller for gyro controls. Particularly love the dual touchpads for movement and camera controls and extra click inputs over a single joystick click. I can't deal with default control schemes anymore when it comes to controllers after becoming reliant on the amount of customization Steam Input provides, since it goes beyond a simple remapping with layers, modeshifts, chords, touch menus, action sets, etc.
Linux support that reduces need to fiddle around with settings and mess with lutris type tools and more devs putting in the time to try to be Steam Deck certified. Even when it doesn't run well on the Deck for more demanding titles there is still benefit for more powerful systems and future Steam Deck follow up.
Existence of Steam forums and guides has come in useful for help and has popped up on search results that I wasn't able to find on pcgamingwiki, so reddit isn't the main place I need to rely on. Been a way to also try to reach devs without having to use reddit or twitter.
Steam workshop. I do use nexusmods, moddb, etc. But, sometimes just having it integrated into Steam makes it convenient.
Other launchers are more like comparing a dumbphone versus a smartphone where if all someone wants to do is make calls and text that is fine, but for those that have become accustomed to Steam launcher features beyond launching games there needs to be more done by competitors. Having to use stuff like GLOSSI to try and utilize Steam Input when using third party launchers, or have to fall back to syncthing to try and sync saves from other launchers when using Steam Deck just makes the lack of Linux and custom controller support apparent.
Square because trackpads have always been that way my dude and can be set to a ratio similar to common screen sizes.
I use the Steam Controller and play with dual pads and I have to say I much prefer the circular pads, since the way I set it up is so that a full swipe of the touchpad results in a 180 degree turn in every game I use with mouse input. And circle has been better at providing a more consistent 180 output on swipes over a square where the it can result in varying lengths of travel depending on the angle you enter in at. Square leads to more room for error for the consistent predictable output I want from touchpad use. I don't use stuff like acceleration, so consistency is really what I value.
And I also prefer circle for movement too. I'm not trying to replicate a square display experience when I'm using the touchpads. I really prefer circle for movement and for twin stick shooters over a square surface to rotate around when at the edge.
The square trackpads that have always been that way have been for people using it for slow desktop navigation as opposed to games.
Looks like there isn't one yet even though there is for Steam Deck and Switch. Gulikit did say they want to make some for the dualsense edge first before the dualsense on twitter.
I've liked Spin Rhythm XD with custom songs available on https://spinsha.re. There's also OSU which was the first Rhythm game for me.
Beat Saber seems to be another good one, but unfortunately I don't have VR.
Did you end up fixing it yourself with hall sensor joysticks?
Me neither. I'd get the new one right away. And it's a PC so I can retire my Steam Deck to use to do for other things by then. It's a really great machine.
I think setting up gyro in that case would work better than the touch screen. That's how I played through Maro Galaxy back in the day using the Steam Controller and having gyro only activate when I touched the right pad so it wasn't always going crazy.
I've been playing Diablo IV too. First non Steam game I tried on the Deck, and how well it works blows my mind. Used decky to put in custom artwork too so it fits right in with the rest of my games.
I've been playing around with a set up where I use the right touchpad to enter mouse mode and click to attack for times I need to aim. But, rest of the inputs are gamepad. What I'd like to do is have it so when I touch the right pad it modeshifts the right trigger into a left mouse click too. Could do same with action layers, but I'm hoping for a more straight forward and less problematic modeshift option.
I've used the Steam Controllers for many years and use dual touchpads for movement and camera. Here's me playing Doom Eternal, Anger Foot, and a video on why I prefer touchpads to joysticks.
But, despite that I'm not a big of a fan of the ones on the Steam Deck. The placement is not that comfortable. There are 3D printed grips though that I would like to try out that would let me hold the Deck so it is more like holding the Steam Controller with the touchpads. Until then a majority of my gameplay is done with the joysticks in contrast to on the desktop where it is with touchpads.
I am really glad the touchpads are present so that it's not an input Valve has abandoned, but the placement and ergonomics is really disappointing me. I'd be playing lot of FPS games on the Deck if the touchpad experience were more on par with the Steam Controller.
Always be moving/dodging, do glory kills for health, chainsaw for ammo, and most importantly master the Quick Switch technique. This person has a great guide on it. It's basically where you switch weapons after every shot so you don't have to reload and you output damage really fast even on the hardest difficulty.
Given that you are on a controller you can just swap between 3 weapons and still delete enemies. Like here is my play through with my steam controller where I pretty much spammed super shotgun, ballista, and rocket launcher to get through the game on nightmare. There was an update pushed that lets controller uses bind weapons to any button, so set weapons to quick switch with that over relying on the weapon wheel which breaks momentum.
I am a fan of using dual touchpads on the Steam Controller, but could not get comfortable with using the Steam Deck in the same fashion due to the touchpad placement.
Anyone try these grips?
What I'm attempting to set up is having the Deck touchpads have different inputs depending on where I click as shown in this video 60 seconds in with the Steam Controller. So for example ← reload ↑ flash light → pills ↓medkit ㋛ melee when you click but when not clicking the touchpad can provide camera controls. I do this because I don't feel like reaching to XYAB and losing camera controls. Or if I'm doing movement having center click be a crouch, but the outer clicks be dodges.
I use something called modeshifts on the Steam Controller, but the Deck touchpads requires too hard of a press to activate for my liking with no pressure adjustment available for modeshift clicks.
There is touch menus, but when I'm using the pad as a mouse I found clicking to activate the touch menu added a delay I didn't want for actions like melee or reload, or abilities like casting fire. So I settled on Action Layers with the absence of modeshifts.
START OF GUIDE
STEP 1 !Apply Action Layer on click
Create an Action Set Layer. In this example I named it dpad click and set it to Apply action layer on click.
If you need help making an Action Layer this person's video is good 60 seconds in.
On the action layer 'dpad click' bind whatever you want to the dpad and the outer ring command (this will be center click)
Set up a release press on a click so the action layer is removed automatically so you return to your default layer.
Invert Outer Ring so that it can function as a center click. Now touchpad click has 5 click functions instead of 1.
You are going to need to play around with the Deadzone and Outer Ring settings to see what you like. But, gist of what it does is
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Deadzone: (where simultaneous press stops, i do around 26380)
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Outer Ring : (how big center click is, I do around 32000)
YouTube Video
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Moving with left touchpad. Clicking pad to dodge.
Gyro activated only when I touch the right touchpad, and modeshift set up on the right touchpad so I can switch between 5 weapons when I hold the left grip. Holding left grip also changes the XYAB buttons to the rest of the other weapons.
When left grip isn't held touchpad clicks have some XYAB and dpad functions binded to them. I click middle to melee, and other corner clicks to swap mods, etc.
So I always have movement controls, and only move away from camera when I select other weapons or items that aren't on my touchpad. And when I do that I hold left grip, which activates gyro so I can keep aiming.
YouTube Video
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When I did this I had gyro set to activate on touch. Since then I've gone to always on for this game.