الجمعة، 15 أبريل 2016

How to make the most of the Steam Controller: a comprehensive guide

Steam Controller buttons

The Steam controller is intimidating. It’s not the keyboard and mouse we’ve been using as PC gamers for years and years, but it’s not a regular gamepad, either. The shape is different. The trackpads are unique. And getting the most out of the controller takes some serious software customization—picking control profiles, tweaking sensitivities and dead zones and input styles. Without a lot of trial and error, there’s no way to know which control scheme works best for which game.

If you haven’t spent much time with the Steam Controller, you might not know that it has a great gyroscope feature for controlling movement by tilting the controller. Or that you can bind inputs to the outer rim of the trackpads. The Steam Controller can do many, many things that a normal gamepad can’t do, but if you use it in its default configurations, you’re often just playing with standard gamepad controls plus trackpad mouselook.

Enter this guide: our goal is to help you understand the fundamentals of the Steam Controller, how each trackpad mode works, and dig into some more advanced configuration.


Page 1: The basics of the Steam Controller
Page 2: Every Steam Controller input style explained
Page 3: The most important input style options and tweaks
Page 4: Configuring Action Sets and other pro tips


Steam Controller basics

You can rebind any and all buttons on the Steam Controller to any other command from a keyboard, mouse or Xinput gamepad. These can be mixed and matched in any combination for whatever game you choose to play. To customize the Steam Controller, launch Steam Big Picture mode.

You can open the controller configuration menu regardless of whether a game is running. Simply navigate your library until you find the game you want to configure and press A, select ‘Manage game,’ and then finally ‘Configure controller.’

When a control surface is highlighted there will be a blue line pointing to the control surface that applies. Selecting any of these will open the customization menu for that control surface. This is where all of the settings or options for each input style will be. Many of these will also contain an advanced setting button at the bottom right of your screen.

Steam Controller Screenshot (14)

Basic input binding

For basic input binding, select the ABXY button block and hit A to enter its customization menu. Choose the button you want to bind an input to, and then press a keyboard, mouse, or gamepad input to complete the binding. This is the most basic Steam Controller customization, and probably the one you’ll be doing the most.

A more advanced feature of the binding menu is the ability to double bind each key press. By simply hitting the Y button on your Steam Controller you can now select more than one command. Binding Alt + Tab together, for example, would be convenient when using Steam Big Picture to navigate the desktop.

Steam Controller Screenshot (15)

A couple default bindings that are good to know: pressing the Steam icon button + Select will bring up the on-screen keyboard. Steam icon + Right trigger will snap a screenshot.

The dual-stage triggers

Like the GameCube controller, the Steam Controller has dual-stage triggers that click when you fully depress them. You can, for example, set a soft pull of the trigger to aim down sights in a first-person shooter, and a full click to fire. The Steam Controller is good at minimizing how much you have to use the ABXY buttons by taking your thumb off the pads, and these triggers can help with that.

Mode shifting

Mode shifting lets you bind more commands to the controller than is typically possible. As you hold a specific button on the pad—left grip, for example—it will completely switch the configuration of one specific control surface like the left pad to something completely different. Imagine shifting the left pad from its normal D-pad to a touch menu. Another great use for this is in games that have weapon wheels and need genuine analog input from the right stick to select the weapons and won’t work with the mouse.

Wolfenstein: The New Order is an example. Normally, you would want the right pad to be set to a mouse mode so you can have accurate aiming in firefights, but as you press the right bumper to bring up the weapon wheel, you can’t use the mouse for selecting weapons. If you set the right bumper to also shift the right pad to the 'Joystick move' or 'Joystick camera' input styles you’ll get the proper analog stick movement for this wheel without losing mouse aiming.

Steam Controller Screenshot (29)

To use mode shifting, select the configuration for one controller input, and select mode shifting at the top right of the config menu. After this, you will notice that the whole config changes to a blank one, with the addition of an option for selecting which button you would like to use for shifting this input. From here, you just configure the shift in the same way you would normally and choose a button to actually perform the shift.

Steam Controller Screenshot (30)

On the next page we dig into each type of input on the Steam Controller, how they work, and when you should use them.

Steam Controller style of input

Styles of input

Time to get into the real meat of the Steam Controller: its ability to replicate many, many different control styles. These different styles can also be combined. You can set a trackpad to behave like an analog stick or mouse, or switch modes at the press of a button. Sometimes you can set a control surface to an input style you would never normally think of, like setting the analog stick to emulate mouse movements or the ABXY buttons to output joystick movement.

Experimentation here is key. You may find that there is an unconventional way of using a control surface that will fit with your play style or the kind of game you want to play. When setting up a new control style, each of these will be an option under style of input. Here’s what you need to know about each input type.

Button pad

Button pad is one of the most simplistic input styles the Steam Controller has. This simply works like the ABXY buttons would on a traditional controller. If set to the physical ABXY buttons you will get a 1:1 mapping to the physical buttons as you would expect. If button pad is set to a trackpad then you will find that there is a mapping of four circular areas, one for each button to replicate the physical layout of real ABXY buttons. If you decide to have 'click required' enabled, this can be a reasonable replacement for genuine ABXY buttons for some games.

Mouse

This input style is how you allow your Steam Controller’s trackpad to function like a real mouse. After getting used to it, you should be able to come close to the accuracy and usability of a genuine mouse. This is the ideal way to use the right trackpad in most games. There are some caveats, though. The big problem here is you can’t guarantee that a game will accept analog inputs with mouse inputs simultaneously. (More on this later.)

Joystick move (JMove)

Joystick move is the Steam Controller's most basic of joystick inputs. In this mode you can simply press a spot on the pad with your thumb and the emulated joystick will travel to that spot relative to where you put your thumb. Simple, right? The farther towards any one direction you move your thumb, the farther the 'stick' will move in that direction.

As the name implies, this mode is both intended for and is best suited for character movement. You can use it for either the left or right ‘stick’ outputs as you desire. Setting both pads to JMove when playing a twin-stick shooter, for example, is a great way to use it.

Joystick camera (JCamera)

This mode will likely be the closest approximation of an analog stick in both its functionality and its usage. The big difference with this mode is you should be resting your thumb in the middle of the pad, because with JCamera you have to drag from the center of the pad to ‘pull the stick’ from its resting position. Erroneous touches to the pad not starting from the center will be ignored.

JCamera also differs from JMove in the sub-options that are available to you. An example of this mode would be in a third person action game like Remember Me. These games are perfect choices for this mode since the right stick is just used for turning the camera and precise accuracy and speed are not priorities.

Steam Controller Mouse Joystick

Mouse joystick (JMouse)

The idea here is to allow the trackpad to act like a mouse in its basic functionality while still outputting to a 'right stick' as seen by the game itself. The big benefit here is in many games, you can’t actually use the right pad as a genuine mouse and still have gamepad settings for the rest of the controller. This means you will lose correct analog character movement and have to set the Steam Controller to be used as a keyboard and mouse instead. Prime examples of games that do this are Bethesda's Fallout 4 and Skyrim.

The limitation to JMouse is that this virtual mouse device cannot output any faster than the maximum speed that a stick would normally be able to. In games where this is the case, you can mitigate this by increasing stick sensitivity in the game itself. There are also typically dead zones hard coded into a game assuming the user is using a traditional joystick. This has the side effect of not allowing some of the fine adjustments to aiming without moving a minimum speed. Proper settings can help reduce this issue. Adjust the minimum joystick X/Y output value and minimum movement threshold. If a game doesn't have stick sensitivity settings, though, there's not much you can do.

This is the control method to use in games that don't support the Steam Controller if you want to retain analog movement on the left stick. But it means you give up true mouselook on the trackpad.

Directional pad

In this mode, you set each of the four main cardinal directions to a button. This differs from button pad in a few key ways. There is an overlap between the 'buttons' themselves so pressing two of these buttons at the same time is both quick and easy to do, as with diagonal inputs. This makes this mode ideal for use as a genuine directional pad as with 2D platformers or with using WASD to create a keyboard and mouse-based configuration. Here you can also set a few different layouts of D-pad.

Typically, especially with WASD movement, Radial with overlap is used. Without overlap removes the zone in between each button. Imagine it like four equal slices of a pie when looking at the pad. Cross gate has diagonals but they are substantially smaller than in the radial layout. This is for when you are mostly using the main four directions with only occasional diagonal inputs.

You can think of analog emulation as tapping your assigned key, for example W, faster and faster in proportion to how far you are moving your thumb forward. In some games, this has the side effect of causing some jittery animations. (Try using this in Skyrim.) But especially in older games, Like Quake III, the animations are not a concern because all there is, really, is a slight bob to your gun. This allows some games with absolutely no or very limited joystick support to take benefit from the trackpad or the analog stick of the Steam Controller. Sometimes, when it is set up well, you will not be able to tell the game even lacks joystick support.

The only two other things you will likely need to care about right away are the requires click and dead zone options. ‘Requires click’ means you must physically click the pad down to have the input take place. For menu navigation, this is usually set to ‘on,’ but for a WASD setup, most users report preferring this to be off, but it is entirely up to you and mostly a matter of preference. The dead zone, on the other hand, is likely something you will have to experiment with. Most users prefer at least a small area in the middle of the pad for their thumbs to rest on when not actually moving.

Scroll wheel

Scroll wheel has a few modes that can be very useful. The default setup for this mode uses a clockwise and counterclockwise circle you draw with your thumb on the pad to scroll. Under the Swipe Direction drop down menu, you can use a vertical or a horizontal swipe for the scroll wheel. This can easily be bound to the next weapon and last weapon controls of your game.

An extremely useful feature of the scroll wheel input style is the ability to set a list of commands that are sent as the wheel clicks through. So instead of simply binding next and last weapon you would instead bind one through zero on the keyboard to this list. Now, as you scroll it will cycle through the complete list of commands. An example of using this feature would be with quick slots for spells or armor sets, even inventory items depending on the game you are playing.

Touch menu

Steam Controller Screenshot (26)

Touch menu is an amazing feature. The typical usage of this input style lets you touch your pad and then a literal menu, using the Steam overlay, will open up on screen. You can have up to sixteen different keys bound to each touch menu (and you can have two without even using the shift command). This is especially useful for keyboard shortcuts in an action RPG like Torchlight or an MMORPG like World of Warcraft, where you can bind the entirety of your skills hotbar, and then some, to a touch menu.

You can also greatly customize the look and function of your touch menu: everything from the color of icons and names of the buttons in the menu to the icons themselves. After deciding how many buttons you will need, select the button you wish to customize.

Steam Controller Screenshot (20)

The familiar mouse, keyboard and gamepad binding screen will appear, except now in the top right you will see a circle with select icon next to it. Selecting this will give you a long scrolling list of pre-built icons to choose from. These are what will show when you open the touch menu. So, for example, you can set a disk icon bound to a quick save key. Or have your entire inventory of weapons available to you, each with their own dedicated button with its own icon to boot.

Steam Controller Screenshot (21)

Mouse region

Mouse region is especially useful for those who play MOBA, ARPG, or MMORPG games. Mouse region takes a predetermined area of the screen and maps it as a 1:1 grid right onto the trackpad or analog stick. Imagine you are playing Sacred. In this and most other games like it, you move by clicking the mouse on some point of the screen, then your character moves to that spot. If you were to make a small mouse region in the center of the screen and make the touch action the left mouse button, wherever you touched the pad, your character would go. Holding your thumb on a spot will allow your character to continue moving in that direction, having the same result of adding real, proper analog movement. Mouse regions can also be placed to great effect on the analog stick, leaving your touchpad open for a touch menu and all your keyboard shortcuts for spells and such.

Mouse regions are also useful as an alternative to using a touch menu. For example, in Torchlight, you could shrink the vertical size of the mouse region all the way and after adjusting the horizontal size and positioning of the region, you have essentially mapped the lower bar on the screen to the pad. In this case, it would likely be a good idea to not have a touch binding and instead bind the left mouse button to the pad click.

Steam Controller Screenshot (23)

This input style requires some fine tuning to get just right. Use the controller HUD while adjusting to show a graphical representation of the region being edited. Another limitation to keep in mind is that Windows display scaling can and does interfere with the placement of the regions in the HUD. Have Windows DPI scaling turned off for both Steam and the game you are trying to play to avoid some of these issues.

Another thing to bear in mind when using mouse regions is that if the resolution of the game and the Steam overlay are too different, or if the game uses a non-standard way of cursor positioning, the region may not work properly. If your game supports it, using a hardware cursor is the most likely to succeed. If not then regions can usually be made to work as above but more experimentation and semi-blind attempts may be required.

Gyros

The gyros are the Steam Controller's best-kept secret. Remember the last console generation, when gyro controllers and waggle were all the rage? The Steam Controller is nothing like that. The Steam Controller’s gyros are high accuracy and low latency, meant for enhancing an already established control scheme. They work really, really well.

One of the most useful things you can do with the gyros is aim assist. Imagine you’re playing an FPS. If you set the sensitivity of your pad too high, you tend to overshoot your target and can’t seem to get any good headshots. Conversely, if you lower the sensitivity too much, you can’t swing your view 180 degrees fast enough to zero in on the next target.

Now imagine you have your pad sensitivity set high enough that a single swipe equates to a full 180-degree turn, while you have the gyros set substantially lower so you can zero in on the target and get the headshot you were looking for. That is the power the gyros give you. One of the best features of the Steam Controller is allowing mouse input, or joystick for that matter, from both a pad and the gyros simultaneously. So let’s set up a simple test of this in a game some of you might remember.

Gyros are also useful for mouse only inputs. Good example: Typing Of The Dead Overkill, which includes the entire original game that can be played with the mouse. It was first released for the Nintendo Wii as an IR pointer input game. The Steam Controller does not use an IR pointer but the accuracy of the gyros is such that this game is not only fully playable but is also substantially easier than its Wii counterpart.

Gyro lean is something most users will likely ignore until they see it being used in a game. The Steam Controllers gyros are limited to only outputting two axes at any given time. This means you can use the gyros as a mouse or a joystick but you can’t also use them for a roll axis at the same time. But by customizing gyro lean, you can set a threshold so that when you tilt the controller from side to side, you will be outputting a button command.

This can be very useful in games that have a lean function. Dishonored is a prime example of this. You can now stay behind cover and as you roll the controller, peek out from behind that cover and using the pad and the gyros, line up and finally take that shot. When you get your own body involved in this way, it can feel quite satisfying to a tricky shot that would have required a third hand or seven fingers to pull off with a traditional controller. This option is not hidden behind the advanced settings and is right there on the main config screen for the gyros. The point at which this digital command is activated, however, is behind the advanced menu and is called gyro lean point.

Steam Controller Screenshot (31)

The last typical use case for the gyros is in racing games. When the Gyro is set to a joystick output, it reveals a setting where you can restrict the output to horizontal movement only. This is useful for racing games so you don’t feel the haptics distracting you while you are absentmindedly moving the controller a little bit vertically. You also might want to use only the roll axis of the gyros and it will start to feel a bit like Mario Kart Wii in the way you steer, only much more accurate.

Gyro enable button is the button you need to press to activate the gyro control you have bound. One example: when playing a modern FPS game that has the ability to aim down iron sights, you can set the gyro enable button to the left trigger soft pull. Now the gyros and their fine aiming will be enabled only when you aim down the iron sights. Another way to do this is to have the gyros enable on right pad touch. This way, you have the ability to stop the gyros from outputting when you are not explicitly trying to aim at a target. As you can imagine, some games menus can get a little rough to navigate if the mouse keeps moving at your slightest movements.

This also allows you to 'ratchet' your position, as in letting go of the pad, adjusting your physical position and then reactivating the gyros. This will combat some of the inevitable gyro drift—drift being that no matter what you do, you will never precisely return to the exact same position reliably. This is normal for gyro input devices.

Steam Controller Screenshot (33)

On the next page: The options you need to know for each input style, and what they do.

Steam Controller style of input

Important input style options

There are some options for each of the input styles on the previous page that you'll likely want to adjust as you configure your controls. Use these to hone in the right feel for your configs. Most of them are located under the 'advanced settings' menu. Many of them will apply to multiple input styles. These are the most useful ones to tweak.

Rotation

Rotation is used primarily in a mouse-based input style. This option adjusts the horizon of the mouse input. Depending on your grip on the controller, you may or may not need to adjust this setting. If you find that it is difficult to swipe horizontally and you seem to always go at a slight angle, this setting should help you out.

Sensitivity

Sensitivity, as it applies to mouse and JMouse modes, is an adjustment that does exactly as it seems. There's one very specific adjustment that some may find useful. Other than the obvious—higher sensitivity making the mouse cursor move faster and lower making it move slower—sensitivity actually changes the number of “ticks” sent by the Steam Controller to the game itself. We can exploit this to our advantage.

Let’s say you are playing a game where the mouse cursor jumps a greater distance than you want every time the smallest movement is registered. This can be distracting and gravely affect your aim, depending on how bad it is. In this case, try lowering the sensitivity of the mouse in the game itself as low as it can possibly go. Then max out the sensitivity setting in the Steam Controller config menu. This increases the effective DPI (Dots Per Inch) that the Steam Controller has available to it. Now you'll likely have to adjust sensitivity up in the game if it is too slow or decrease the setting in the Steam Controller config if it moves too fast, but this is especially useful for older games that have little to no smoothing or acceleration built-in, or for game where these can and are disabled to provide you more accurate control. This works if you are using the other joystick modes and outputting as a mouse as well.

Steam Controller response curve

Response curve

Response curve is one of the most useful tweaks when you are using a joystick-based input style. By default this is set to linear, meaning the mapping of the pad or stick to the game is literally 1:1. There are several other options in here too. Linear will likely work for most circumstances, but if you find that your character is getting to full movement speed quickly and that walking slower than that is difficult, you should use this option first to rectify this. Using a relaxed curve will give you more area to work with that is slower. In other words, you will need to move the 'stick' closer to its extreme before a full output is sent to the game.

Extra Wide is the most extreme of these curves and will only output full movement at the very full range of the stick or pad. This option applies to JMove and JCamera, regardless of whether or not it is applied to the stick, either pad, or the gyros.

There is also a response curve option for the analog range of the triggers. It works in approximately the same way except there is only one axis of movement. This is mostly useful for adjusting games that use the analog function of the triggers a great deal, as with most racing games.

Outer ring binding

Outer ring binding is especially useful when applied to a WASD directional pad, but can also be applied to many other input styles as well. Here's how it works: as you get close to the edge of the pad, stick or gyro, it will send a command. A very common use case for this option is with a sprint key. If you're moving normally with mapped WASD and then press the stick all the way, you'll sprint.

The limit at which this binding is activated can be adjusted to suit your needs. You can also invert the ring binding. Inverting it is a roundabout way of saying there will be a dot in the middle of the pad that works the same way, except now it can be used for sneaking, as an example. As of the writing of this guide, there is no way to have both a ring binding and an inverted ring binding at the same time. If you wanted to sneak, walk and then run on the same pad, some form of shift or action set will be required here.

Steam Controller Edge Spin

Edge spin

Edge spin applies to mouse and JMouse input styles. Let us say that you are playing a third-person action game that has aiming. You want to be able to aim properly so you use mouse mode. You notice, however, that mouse mode makes general camera adjustment a bit annoying, as you have to continually lift your thumb off the pad in order to keep swiping. Enter the edge spin option.

Edge spin allows you to have a region towards the edge of the pad that will continually cause the mouse to move in that direction, in a similar way to using JMove with mouse output. This will allow you the smooth aim of mouse mode and still have the general camera control you would get from a joystick input style. A best of both worlds kind of thing.

On the last page: how to configure powerful action sets for games and other pro tips.

Steam Controller Screenshot (36)

Action sets

User-configurable action sets are a recently added feature of the Steam Controller. As of this writing, this feature is only available in the Steam beta client.

Games with native Steam Controller support have action sets at the top of the main Steam Controller config screen. These will switch depending on what is happening in the game. In Portal 2, this means different controls for menu navigation, playing, and the puzzle editor. You can also make your own action sets, which is an incredibly powerful feature—and also the most complex bit of customization you’ll likely do with the Steam Controller.

We’ll use Grand Theft Auto IV as an example. Let’s say you want to use the analog stick when you are on foot, but when you are driving you want to use the gyros instead. The most powerful way to do this is by using an action set. Start off by selecting that big button at the top of the screen to make a second action set and name this ‘Driving.’ We can also rename the original action set to ‘walking’ by hitting select and renaming it. Now we have the original walking action set with the controls we had before.

When you select the driving action set it will be completely blank. We’ll set some basic gamepad bindings to make it a bit more useful. The only difference here is I am going to make the right pad a genuine mouse instead of a joystick output and use gyros for left stick output, set to horizontal only. You will have to set each action set to have a button to switch to another action set. In this example the button to switch sets has been applied to the right grip button, but you can imagine double binding the Y button to switch action sets. That way you could have the game automatically use the 'driving' action set if you press Y to get into a car and vice versa.

There are also a handful of interesting things you can do with action sets that can make them easier to use. When binding a button to change action sets you will be greeted with a few checkboxes. These will allow you to have the Steam Big Picture mode overlay display the name of the action set and/or beep when you switch action sets. Bear in mind the action set display has the same rendering drawbacks as the touch menu does. The beep is also useful as no matter how many action sets you have in a given config, the beeps will have a different pitch so you can still get some feedback as to when, and to which one, the action sets have changed.

Steam Controller Screenshot (38)

When you’re managing action sets, by pressing select on an action set you can create a simple form of automatic set switching. Whenever the cursor is shown it can switch to one set and back to another when the mouse cursor is hidden. The drawback here is that this is very game specific and may or may not work on any given game you play. When it does work, it can load a menu navigation set and then automatically switch back to the gaming set when the menu is closed, as an example.

Steam Controller Screenshot (40)

Action sets can also be set to change with a touch menu or with any other bindable key on the Steam Controller. This can be very powerful when leveraged well in a config.

Steam Controller Screenshot (39)

Tips for using the Steam Controller

That's it for our guided tour of how to use the Steam Controller's most important features. It's a powerful device, but it takes patience and experience to make the most of its capabilities. Here are some other assorted tips for learning to love your Steam Controller.

The overlay really needs to be working

The Steam Controller relies on the Steam overlay to detect the game you are playing and in turn, switch to the appropriate controller configuration. You also need to be using Big Picture mode for most of the advanced features to work properly, such as touch menus, controller HUD or action set labels.

You can now configure the Steam Controller from the desktop UI if you prefer, or even use the desktop UI overlay, but you do sacrifice some functionality. If your game is a non-Steam game as with Origin and Uplay, you will likely have to disable those services' overlays before using your Steam Controller and the Steam overlay because they use a similar method of hooking into the render pipeline of your game and can conflict heavily. This also means that in a game where you have the overlay disabled, you may simply not be able to get the game to work properly, or even at all. If a situation like this arises, there are a plethora of community resources available to you in the Steam Controller community discussions or on Reddit that can be infinitely useful.

Adding non-Steam games to your library

Because the overlay needs to be active for full functionality, you will need to add any non-Steam games to your library to be able to take full advantage of this controller. There is an option in the Big Picture mode settings to do this but as of the writing of this guide, there is no way to browse your PC directly for an executable that may not be showing up in the list. To get around this limitation you can add them from the regular desktop Steam UI. This is mostly useful for apps that do not expressly install themselves and instead are simply launched right from the executable, like console emulators and downloaded homebrew games. From there you can open Big Picture mode and use them as you would normally.

Some games have issues with launchers

Some games have small configuration applications or launchers that open up when they are launched. Most of the time, the Steam Controller will work with these by allowing the use of the desktop config until the game itself, with the Steam overlay, is opened. Sometimes this function simply will not work as you expect it to. In this case, you can browse to your controller options setting for that shortcut in Big Picture mode and from there, along with rumble emulation, you will see a setting to allow the desktop configuration with launchers.

If you disable this option Steam will switch to using a focus-based game detection scheme instead of overlay detection, forcing the loading of the custom game config and giving you a decent chance of it working. The problem here is that if your config does not involve mouse bindings you may be required to use a real mouse to navigate the launcher or add an action set to your config to allow this to be navigated with the Steam Controller itself. As of now, Valve has decided to remove this option for Steam games and only allows it for non-Steam games.

Controllers Slide

Using more than one Steam Controller

Since you can use up to four Steam Controllers per dongle it becomes an ideal choice for local multiplayer. There are a few problems with this, though. Multiple players cannot both use a mouse input at the same time unless the game natively supports the Steam Controller. Windows and most operating systems allow only one mouse and one keyboard at a time. You can hook up ten mice, but they will all control the same cursor. Potentially, player one can use a keyboard and mouse config and player two can use a gamepad config and that should work.

Some games will only allow gamepad input altogether when playing multiplayer, and so you will have to use both players as a gamepad without any keyboard and mouse bindings. Still other games, like most of the LEGO games, can get confused and will try to see one controller as player one and two. These issues are all completely game specific and there is no surefire way to get past them. The vast majority of multiplayer games will work properly as long as any player past the first one is not using any keyboard and mouse bindings.

If the game has native Steam Controller support, however, that mouse limitation goes away. The best example of this is Serious Sam 3 and its native split screen. The game, instead of getting the mouse data from the operating system, will get that data from Steam itself and so should function perfectly with all the mouse aiming glory one could want. Just bear in mind that any picky games you do play, the problem will be multiplied when using more than two controllers.

Steam Controller with another gamepad

The Steam Controller does not work in quite the same as your Xbox controller or Dualshock controller does. The thing to remember is the Steam client itself does all input translation. The hardware does not show up in Windows as a standard USB gamepad. Dualshock controllers like the DS3/4 use third party Xinput emulators and rely on talking directly to the official Microsoft driver. This is a luxury the Steam Controller simply does not have. As such, the Steam Controller can have unexpected effects when attempting to use it in conjunction with other pads. 

For some games, you simply can't use a Steam Controller and an Xbox controller at the same time. Check out the Steam Controller community for help with specific games.

There are some games that just won’t work

There will always be a small set of games that simply will not work no matter what you do. Valve has done amazing things over the last six months to make the Steam Controller more and more compatible with as many games as it can. For the above reasons, you may still find some games here and there that will not work. But look on the bright side: the simple fact that the Steam Controller can be used for games that do not support controllers natively means that the Steam Controller will always be magnitudes more compatible than any other controller solution in existence.



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