Valve’s new Steam Controller has received a warm welcome in the gaming community. Following its launch, early reactions have highlighted its innovative features, leading to quick sales and sold-out stocks at the retail price of $99. However, this demand has attracted scalpers who listed the controller at inflated prices. In response, Valve introduced a reservation queue to help genuine buyers snag the controller in future restocks.
Despite its promising start, a significant complaint has emerged: the Steam Controller’s tight integration with the Steam platform limits its usability for many gamers who play outside of this ecosystem.
What was holding the Steam Controller back?
For players who primarily use Steam for their gaming needs, the Steam Controller aligns perfectly with the setup. The automated Steam Input feature accommodates the controller’s unique offerings, providing extensive customization options. However, for gamers who don’t confine their library to Steam, the controller can be less appealing. Users finding themselves juggling multiple gaming platforms and non-Steam titles encountered inconveniences when using this controller.
Valve
Fortunately, this situation is beginning to change. Recent updates have introduced support for the Steam Controller within the SDL (Simple DirectMedia Layer), a widely adopted cross-platform library utilized for handling controller inputs across various games and applications. A mapping update has also been rolled out, enhancing the controller’s compatibility to function more like standard gamepads in SDL-supported environments.
How well does it work outside Steam now?
Initial tests report promising results, though the controller’s performance isn’t flawless yet. According to testers in the SDL pull request, the Steam Controller can function with or without Steam active, managing key features like touchpads, capacitive sticks, grip sensors, back buttons, gyro, accelerometer, and the customizable QAM button. Nevertheless, some minor issues persist with the touchpad, and launching Steam in the background may result in occasional double-input problems.
Currently, it appears that users will primarily rely on SDL for playing non-Steam games with the Steam Controller. Valve developer Pierre-Loup has indicated that introducing standard Windows XInput support could simplify the interface but risk compromising some unique controller inputs. This could create a need for additional setup and potentially increase costs for users, a scenario Valve aims to avoid.
For those intrigued by the Steam Controller’s capabilities and its evolving compatibility, this recent progress marks a significant step. With ongoing updates, it may soon become a more versatile option for gamers regardless of their preferred platforms. To read more about these developments and to explore the full article, click Here.
Image Credit: www.digitaltrends.com






