Mennenth
steam://controllerconfig/413090/2099525254 copy/paste into a browser window with a steam controller connected and powered on.
updated 8 years ago
ROCK AND STONE!
I've been playing a lot... But this is literally my first ever deep dive, and I decided to do it solo scout cause why not? Scout is my favorite class.
Unsure if I'll upload more footage or not (seems like a better streaming game - streaming soon maybe? - and not really a video series game). Maybe if I find a regular group/partner for duo's who doesn't mind being in the recording?
controller config: steam://controllerconfig/548430/3032016440
vscview: github.com/Nielk1/VSCView
nohboard: github.com/ThoNohT/NohBoard/releases/tag/v1.3.0
SIDE NOTE: ... I'm just now realizing my obs settings weren't set up right. I apologize for the video looking like trash when a lot is happening on screen at a time.
follow that link to download the program in the video. You must unzip it, then add it to steam as a non steam game and launch it from steam with a controller connected for it to work.
drive.google.com/file/d/15ZKsbYNyASIbYdbm_4Y1nf_fMF5SQslv/view?usp=sharing
this file is my config for it that includes old joystick camera.
youtube.com/shorts/5E_IMEFh6RA
this short shows the purpose of the counters; its to test how fast you can make "inputs" (defined as a cycle of near full deflection of the virtual stick and it returning to center then repeat) on either the trackpad or joystick.
sorry if this one doesnt flow as well as others. I'm getting really annoyed at this point, especially because there are people IN THE COMMUNITY who are constantly downplaying these issues WHEN I'M LITERALLY DEMONSTRATING THEM ON CAMERA, because they "prefer it this way". 🤮
youtu.be/HxeoovIhOlQ touch typing on the sc
configuration name: V-null-
configuration link: steam:/controllerconfig/1229490/2945150789
Configuration breakdown video coming soon!
controller overlay is a combination of the following:
VSCview: github.com/Nielk1/VSCView (for the main controller; theme is firesale)
NohBoard: github.com/ThoNohT/NohBoard (for the mouse visualization as vscview currently cannot do steam controller gyro wirelessly)
#ultrakill #steamcontroller #gyrogameplay
configuration name: V-null-
configuration link: steam://controllerconfig/1229490/2945150789
Configuration breakdown video coming soon!
controller overlay is a combination of the following:
VSCview: github.com/Nielk1/VSCView (for the main controller; theme is firesale)
NohBoard: github.com/ThoNohT/NohBoard (for the mouse visualization as vscview currently cannot do steam controller gyro wirelessly)
#ultrakill #steamcontroller #gyrogameplay
configuration name: V-null-
configuration link: steam://controllerconfig/1229490/2945150789
Configuration breakdown video coming soon!
controller overlay is a combination of the following:
VSCview: github.com/Nielk1/VSCView (for the main controller; theme is firesale)
NohBoard: github.com/ThoNohT/NohBoard (for the mouse visualization as vscview currently cannot do steam controller gyro wirelessly)
#ultrakill #steamcontroller #gyrogameplay
configuration name: V-null-
configuration link: steam://controllerconfig/1229490/2945150789
Configuration breakdown video coming soon!
controller overlay is a combination of the following:
VSCview: github.com/Nielk1/VSCView (for the main controller; theme is firesale)
NohBoard: github.com/ThoNohT/NohBoard (for the mouse visualization as vscview currently cannot do steam controller gyro wirelessly)
#ultrakill #steamcontroller #gyrogameplay
Decided to work on p-ranking all levels on violent. Wish me luck!
configuration name: V-null-
configuration link: steam://controllerconfig/1229490/2945150789
Configuration breakdown video coming soon!
controller overlay is a combination of the following:
VSCview: github.com/Nielk1/VSCView (for the main controller; theme is firesale)
NohBoard: github.com/ThoNohT/NohBoard (for the mouse visualization as vscview currently cannot do steam controller gyro wirelessly)
#ultrakill #steamcontroller #gyrogameplay
configuration name: V-null-
configuration link: steam://controllerconfig/1229490/2945150789
Configuration breakdown video coming soon!
controller overlay is a combination of the following:
VSCview: github.com/Nielk1/VSCView (for the main controller; theme is firesale)
NohBoard: github.com/ThoNohT/NohBoard (for the mouse visualization as vscview currently cannot do steam controller gyro wirelessly)
#ultrakill #steamcontroller #gyrogameplay
configuration name: V-null-
configuration link: steam://controllerconfig/1229490/2945150789
Configuration breakdown video coming soon!
controller overlay is a combination of the following:
VSCview: github.com/Nielk1/VSCView (for the main controller; theme is firesale)
NohBoard: github.com/ThoNohT/NohBoard (for the mouse visualization as vscview currently cannot do steam controller gyro wirelessly)
#ultrakill #steamcontroller #gyrogameplay
Valve made an update to the new ui in the beta branch that removes a grand total of 1 (one) click from the workflow. This is a good start! I think they can do more though.
#steamcontroller #steamdeck
Improvements I'd like to see:
- One thing I forgot to mention in the video; input behavior descriptions are present in bpm, absent in deck ui. Correct this!
- "As Mouse" is a silly name; drop "As" so its just "Mouse". As is, it creates confusion which I will show in a more relevant video
- Create an icon for the Double Tap Command and expose that binding slot without having to set it up in big picture or edit the vdf manually
- Reduce the number of tabs; since scrolling is already a thing, haptics could go in general and trigger dampening could go in output. Single setting tabs only serve to contribute to the overall "sub menu hell"-ness of the deck ui. Looks clean, is more tedious to work with.
For the user:
- Slider scales have changed! This means you'll either have to import an old config to see the new values for your preferred settings OR reconfigure them
- Text input! This is actually a pretty big usability improvement over big picture mode.
#steamcontroller #steamdeck
configuration name: V-null-
configuration link: steam://controllerconfig/1229490/2945150789
Configuration breakdown video coming soon!
controller overlay is a combination of the following:
VSCview: github.com/Nielk1/VSCView (for the main controller; theme is firesale)
NohBoard: github.com/ThoNohT/NohBoard (for the mouse visualization as vscview currently cannot do steam controller gyro wirelessly)
#ultrakill #steamcontroller #gyrogameplay
configuration name in community configs: V-null-
configuration link: steam://controllerconfig/1229490/2945150789
Configuration breakdown video coming soon!
controller overlay is a combination of the following:
VSCview: github.com/Nielk1/VSCView (for the main controller; the theme is firesale)
NohBoard: github.com/ThoNohT/NohBoard (for the mouse visualization as vscview currently cannot do steam controller gyro wirelessly)
#ultrakill #steamcontroller #gyrogameplay
#steamcontroller #steamdeck
#steamcontroller #steamdeck
Old Big Picture - 2 to remove, 6 to add (linear curve)
New Deck UI - 5 to remove, 10 to add (exponential curve; grows 4x faster)
yet another demonstration of how many clicks extra the deck ui takes to do things compared to in big picture mode. In this video we see that when examining "Multi-Button Mode"/"Sub Commands", the deck ui's number of clicks to accomplish the task grows exponentially where old bpm doesnt. Also a note on cycle bindings.
00:00 - intro
02:10 - big picture
04:48 - deck ui
08:44 - note on cycle binding
#steamcontroller #steamdeck
The whole "extra button presses" may not be a big deal to you, but... go watch my video where it took me an hour to recreate my No Man's Sky configuration - using screen shots as a reference - in old big picture mode and then remember that literally everything in the Deck UI for controller customization takes several additional clicks. This means its a MASSIVE usability issue for people who actually want to change their controller settings beyond what is available in the quick settings.
Oh, one other thing, its actually 11 to add if you wanted to add it to something like the joystick click because you have to navigate to the joystick tab first. Another click if you wanted that long press to be something other than a gamepad binding, because you'd have to go to that tab. Worst case is 12 clicks versus 8. Literally 50% more clicks. This is why I call the new ui "sub menu hell".
The new ui is clean. The new ui is pretty. The new ui is more tedious to use. QED.
I'll eventually have a longer video going over all such differences. Soon ™
00:00 - Intro
00:25 - Deck UI
02:19 - old bpm
#steamcontroller #steamdeck
4:43 - Deck and BPM UI fixes
GlosSI: github.com/Alia5/GlosSI (replacement to glosc, which I name dropped in the video)
VSCView: github.com/Nielk1/VSCView
Gamepad Tester: gamepad-tester.com
controller overlay(s): vscview (shows controller inputs), nohboard (shows mouse inputs; vscview has trouble with that these days thanks to valve changing how the sc reports its gyro data)
00:00 - 04:44 level
04:45 boss fight
#ultrakill #gyrogaming #steamcontroller
03:54 rebuilding the config
1:07:50 ending rant
the longest, dryest video about configuration I'll ever make. This isnt even a configuration breakdown for the game, explaining why I've done things a certain way. That will be a separate video.
The reason this video is so long is simply to highlight just how frustrating this issue is. If you just want to see the rant, skip to the time stamp above or read bellow:
What is the issue?
Whenever a developer of a siapi game updates the game and changes something about the implementation, old configurations get marked incompatible and "no longer work" (even if they do because enough of the actions are the same). Not every time as seen in this example, but even this example shows that if the implementation gets something added the only way to take advantage of it is to swap back to the new configuration anyway.
This means that for people like me who customize their configs... they HAVE to start all over. Probably not a big issue if you've only swapped a few things, but for a power user like myself in a game that has an extensive configuration such as no mans sky... well, see for yourself. Even with screenshots of the old config to use as a guide, it took me an hour to rebuild the config... and I'm not even technically done with it.
This is a problem, and as I stated towards the end of the video it kind of puts me off from playing the game entirely... and its Steam Input API's fault.
Valve, Steam Input needs a system such that old/incompatible configs can be updated to the new version the developer makes, while retaining any user customizations. I can only imagine how much of a headache this will be for Deck users, as they have 2 more grip buttons, an actual dpad, and a right stick ONTOP of everything the steam controller has. Thats 4 more inputs per action set to configure. Its a nightmare. Fix this nonsense. Make a system to merge old configs with new ones, preserving user customizations.
Phase 2 Deaths: 2
Deaths to falling off the cliff while backing up to try and heal: 1
Yes, there are a couple of splices in the video. This is simply because I wanted to include the boss intro from my first attempt as well as the transition into phase 2 which I skipped on subsequent attempts.
Thoughts on boss: Crazy design, good move set that isn't so fast it can't be read though it does have some weird timings that need to be figured out but once you do figure them out then it's really not so bad. Phase 2 is easier than phase 1.
configuration link: steam://controllerconfig/1245620/2770942772
configuration breakdown video: youtu.be/Q3l4_hi2hNg (also on end screen)
re-uploaded due to a math error. That'll teach me to not double check my math prior to uploading xD. Touchpad still wins by a solid amount though so eh.
the program for this experiment was coded by SoraFirestorm, and will be distributed when I make and upload the larger video. Here is what it does; it keeps time in milliseconds at the bottom. It reads the joystick state, and awards a point whenever the user pushes a joystick to its max output and lets it return to center.
*also a bit of righteous indignation... but more on that in the larger video.
For the config, I imported the generic gamepad template. The only change I made was to set the left touch pad to Joystick Move and setting its output to the Right Stick. All settings and sliders were left default. No config trickery used.
background music:
Voxel Revolution by Kevin MacLeod
Link: incompetech.filmmusic.io/song/7017-voxel-revolution
License: http://creativecommons.org/licenses/by/4.0
sad to see the track pads playing second fiddle to the sticks, but I understand that at a minimum of 400 dollars because its a "switch adjacent mobile pc" having the familiar inputs taking over is for the greater good.
I just hope a "no compromise" steam controller version 2 comes out at some point.
I did about a dozen or so runs, and they were painful. I was CONSTANTLY rotating the controller and being frustrated that the cursor wasnt moving, because I'm so acclimated to gyro at this point. Gyro is simply an exceptionally natural way to aim.
Not nearly as good as gyro, but this was just for the heck of it.
Also to demonstrate that the "thumb mouse" idea floating around thanks to Tech Yesterday has a critical flaw; the users thumb. It shares that weakness with the Steam Controllers Track Pads, so technically better specs will only take it so far. Tech Yesterday got 36k with his thumb mouse, though does claim to not be a very good gamer. I have no reason to disbelieve him there.
I do think the thumb mouse has a higher ceiling than what Tech Yesterday demonstrated, and indeed probably higher than the track pads... but higher than gyro? No way.
I will gladly endeavour to match whatever aim lab score Tech Yesterday posts with his thumb mouse, but from this point forward I'll be taking off the kid gloves and using gyro.
gyro only, wireless steam controller.
left touch pad gang represent!
bgm:
Voxel Revolution by Kevin MacLeod
Link: incompetech.filmmusic.io/song/7017-voxel-revolution
License: http://creativecommons.org/licenses/by/4.0
I might do one or two more songs, but I do want to return to my more usual content involving the steam controller. I dont want this (haptics playing music) to become stale. That said, I will give the title of this video treatment as if this will be a recurring series just in case I upload more. The Animal Crossing New Horizons theme seemed like the logical next song to record, given the cross over meme.
Its hard to mic because whatever actuators sony is using are incredibly efficient at pumping energy into your hands (also because of a delay I cant figure out... may be a result of the hacky audio mirroring method or the length of the cable I'm using)... they can make noise but they are soooo friggen quiet.... regardless, feels AMAZING to have the haptics chugging away as you charge a nail art and then "burst" when you let it go.
This audio mirroring method isnt good in all circumstances though. Works in Hollow Knight because its a relatively quiet game, but in games with loads of back ground noise then you kind of lose the feedback for important stuff because the haptics will always be churning away. This is where proper support would come in, with devs making sound files specifically for the haptics and sending them to the controller whenever a feedback event is triggered or w/e.
Valve... if you are watching this... Should you ever decide to make a steam controller v2... PLEASE find a way to cram these kinds of haptics into it. They are friggen FANTASTIC
I used the method described in this reddit post to send the audio to the DS' haptics: reddit.com/r/PS5/comments/jnp8tu/heres_how_to_get_audio_haptic_feedback_with
config link: steam://controllerconfig/275850/2264893682
controller config (I added livesplit keybinds to it): steam://controllerconfig/367520/2252248191
Wish I had thought to bust out the contact mic BEFORE recording everything, but I'm still happy with the result
Background music: Adrian von Ziegler - Prophecy
more complete technical breakdown by Critical Input: youtu.be/1x0etD-Q7Js
config link with bowling lane system already built: steam://controllerconfig/367520/2024040214
please be kind, I dont usually edit videos. I usually do it live in one take over obs, but this was a bit too big of a topic to do that way... I eventually want to come up with a proper intro, and find royalty free backing music I actually like... for now just using the ost from the game, "White Palace" by "Christopher Larkin". Not like I'm monetized anyway...
Probably a concession for compatibility with pleb controllers
apologies for the audio once more being a bit crap... win10 updated and broke stuff, in a troubleshooting panic I uninstalled some 3rd party audio software I was using to make things better... will be up to par again soon I promise
VSCView clearly sees my thumb and can track it, but as that feature says the software will intentionally ignore input from that spot. Presumably that is to make pressing the B or Y buttons without sending touch pad input easier.
I've never had an issue with the abxy diamond personally, even when I do physically use. Of course, these days I tend to play "pads only", so even though that spot is clearly quite small it actually kind of irks me that my touch pad isnt "whole".
I really wish this was a configurable setting. Seems as if either some people never had an issue or this was masking the issue, OR it straight up doesnt work for some people because I have read about complaints through the years on reddit on the like about abxy being annoying to use because they still trigger the pad.
It also proves a point I'll be making in an upcoming video: the "Outer Dead Zone" setting in some of the touch pad modes is incorrectly named. That slider simply means "where the maximum output is reached".
The fact that this zone exists proves that a true "outer dead zone", ie "no input beyond this point is sent out", is possible. As such, it should 100% be user configurable in ALL touch pad modes.
This will allow people who do have the abxy issue to increase the dead zone to their liking, while allowing power users like myself and others to reclaim that area to make our pads "whole"
Also for practice in talking to the camera.
Also to test out my obs filters.... went too aggressive on the noise gate it seems... my apologies.
Dpad in the default is your "start point" for swipes, the touch menus it brings up are your "end point points".
Bindings can be whatever you want, but you have to include "remove action layer" for it to work.


