Valve releases Steam Controller CAD geometry so you can mod it
pcgamer.com
pcgamer.com
As an aside, I'd love to see a full-metal case for it, only using plastic when needed (the buttons and touchpads?)
So it is a breath of fresh air to see this happen.
Also, Valve's highest grossing games are all originally user modifications.
I haven't tried using it directly with my computer, just for couch gaming with my TV and Steam Link. The Steam Link is also pretty cool, but has some serious issues with crashing Steam on my PC - not sure whether it is the Link itself, or Big Picture mode, but it is super irritating to have to get up and go restart Steam in the other room when it craps out in the middle of a game. The Wake-On-LAN feature has never worked for me...
A friend of mine keeps trying mine out on stuff like cities skylines and determining it's no good. Its somewhat unsurprising, skylines is a very work-table feeling game; replacing a mouse would feel really weird (and take a while to really feel decent).
For me it clicked demoing DOOM mods; it felt great on the controller and I could throw it up on my TV.
Stardew Valley feels pretty good too and while you can play RTS games with it (control groups on the left pad), it won't compare with a mouse anytime soon.
I stuck with it after hearing about other people having similar experiences and changing their minds and now I can't go back to using an Xbox controller.
The steam controller probably should still work well in scenerioes where a controller is intended. Admittedly, I don't think it's as good for third person games.
None of my fight pads were XInput and I was a little lazy about setting up an XInput wrapper to get them to work.
The left touch d-pad is quite good for quarter and half circle motions, and dragon punches are pretty easy to pull off.
I also experimented with the right pad as buttons. It was pretty good, but where it fell short is that the right pad, unlike the left pad, doesn't offer any tactile cues as to where your fingers are.
Cities Skylines has tons of menus, sliders, charts, tiny checkboxes, small details to attend to and is generally uninteresting for onlookers most of the time. Even if you're just being creative without all the micromanaging, a controller still feels more like an inferior tool that stands in the way of your designs. It's just not comfortable to sit back, relax and build the perfect city. That game is much better suited to play alone at your desk with a mouse and keyboard.
Edit: sorry wrong person, but it still works as a response, so I'm leaving it. I've been awake too long.
I can't say that I was any better using the Steam controller (not that I'm any good to start with, but that's another story), but the real story I guess is that I wasn't much worse either.
I've seen some demos where people used the accelerometer to play Street Fighter (https://www.youtube.com/watch?v=D0YGzURzThY) which could open up the game to some people with physical limitations. I'm a fan of anything that gets more people into playing games.
That the Steam Controller is more customizable than a lot of controllers to me is its biggest strength. And now, with the ability to 3d print mods, I think it's even better.
Very interested to see what kind of crazy improvements the community develops.
Lightness was a design goal not a shortfall for the team.
Reasoning was that VR is the future, the less fatigue the better.
Suppose I would like to produce a modified replacement plastic part for my phone; how much would that cost? For starters, a different color interchangeable panel for a phone with interchangeable panel, such as Lumia 435 or Xperia U http://www.gsmarena.com/sony_xperia_u-4437.php but, eventually, an extended size battery and a cover for it.
Everyone is pretty concerns about the IP of their physical designs... it's their main asset.
article doesn't really add anything
... No wait