Un nou mod de a juca titlurile preferate din colecția Steam direct de pe canapea.
Participă în testarea hardware beta și ajută-ne să dezvoltăm următoarea generație de gaming.
Controller-ul Steam a fost proiectat să funcționeze cu toate jocurile disponibile pe Steam. Chiar și cu titlurile vechi din catalog care nu oferă suport pentru un controller (am păcălit aceste jocuri să creadă că folosești tot un mouse și o tastatură, dar am creat un gamepad așa cum nu s-a mai văzut până acum). Credem că o să-ți placă noul Controller Steam și de aceea vrem ajutorul tău pentru a continua dezvoltarea lui.
Gamepad-urile tradiționale ne forțează să acceptăm compromisuri. Țelul nostru a fost să îmbunătățim precizia și modul de funcționare al acestor dispozitive. Controller-ul Steam oferă o schemă nouă și, credem noi, superioară de control, oferindu-ți în același timp posibilitatea de a te juca confortabil din propria canapea. Construit cu tehnologii axate pe obținerea celei mai bune performanțe, controller-ul Steam este exact ce a prescris doctorul pentru gaming-ul în sufragerie.
The most prominent elements of the Steam controller are its two circular trackpads. Driven by the player’s thumbs, each one has a high-resolution trackpad as its base. It is also clickable, allowing the entire surface to act as a button. The trackpads allow far higher fidelity input than has previously been possible with traditional handheld controllers. Steam gamers, who are used to the input associated with PCs, will appreciate that the Steam Controller’s resolution approaches that of a desktop mouse.
Whole genres of games that were previously only playable with a keyboard and mouse are now accessible from the sofa. RTS games. Casual, cursor-driven games. Strategy games. 4x space exploration games. A huge variety of indie games. Simulation titles. And of course, Euro Truck Simulator 2.
In addition, games like first-person shooters that are designed around precise aiming within a large visual field now benefit from the trackpads’ high resolution and absolute position control.
Trackpads, by their nature, are less physical than thumbsticks. By themselves, they are “light touch” devices and don’t offer the kind of visceral feedback that players get from pushing joysticks around. As we investigated trackpad-based input devices, it became clear through testing that we had to find ways to add more physicality to the experience. It also became clear that “rumble”, as it has been traditionally implemented (a lopsided weight spun around a single axis), was not going to be enough. Not even close.
The Steam Controller is built around a new generation of super-precise haptic feedback, employing dual linear resonant actuators. These small, strong, weighted electro-magnets are attached to each of the dual trackpads. They are capable of delivering a wide range of force and vibration, allowing precise control over frequency, amplitude, and direction of movement.
This haptic capability provides a vital channel of information to the player - delivering in-game information about speed, boundaries, thresholds, textures, action confirmations, or any other events about which game designers want players to be aware. It is a higher-bandwidth haptic information channel than exists in any other consumer product that we know of. As a parlour trick they can even play audio waveforms and function as speakers.
In the center of the controller is another touch-enabled surface, this one backed by a high-resolution screen. This surface, too, is critical to achieving the controller’s primary goal - supporting all games in the Steam catalog. The screen allows an infinite number of discrete actions to be made available to the player, without requiring an infinite number of physical buttons.
The whole screen itself is also clickable, like a large single button. So actions are not invoked by a simple touch, they instead require a click. This allows a player to touch the screen, browse available actions, and only then commit to the one they want. Players can swipe through pages of actions in games where that’s appropriate. When programmed by game developers using our API, the touch screen can work as a scrolling menu, a radial dial, provide secondary info like a map or use other custom input modes we haven’t thought of yet.
In order to avoid forcing players to divide their attention between screens, a critical feature of the Steam Controller comes from its deep integration with Steam. When a player touches the controller screen, its display is overlayed on top of the game they’re playing, allowing the player to leave their attention squarely on the action, where it belongs.
Every button and input zone has been placed based on frequency of use, precision required and ergonomic comfort. There are a total of sixteen buttons on the Steam Controller. Half of them are accessible to the player without requiring thumbs to be lifted from the trackpads, including two on the back. All controls and buttons have been placed symmetrically, making left or right handedness switchable via a software config checkbox.
In order to support the full catalog of existing Steam games (none of which were built with the Steam Controller in mind), we have built in a legacy mode that allows the controller to present itself as a keyboard and mouse. The Steam Community can use the configuration tool to create and share bindings for their favorite games. Players can choose from a list of the most popular configurations.
The Steam Controller was designed from the ground up to be hackable. Just as the Steam Community and Workshop contributors currently deliver tremendous value via additions to software products on Steam, we believe that they will meaningfully contribute to the design of the Steam Controller. We plan to make tools available that will enable users to participate in all aspects of the experience, from industrial design to electrical engineering. We can’t wait to see what you come up with.
Această testare beta este aceeași cu cea pentru dispozitivele Steam, sau este separată?
Este aceeași. Deci nu e nevoie să te înscrii decât o singură dată.
Cum se va desfășura testarea? Când va începe? Cum vor fi aleși participanții?
Sunt un client Steam fericit care este mulțumit să folosească mouse-ul și tastatura. Nu vreau un controller?
Nu poți transforma o afirmație într-o întrebare doar punând un alt semn de punctuație la final. Dar noi suntem bucuroși că ești mulțumit, așa că îți recomandăm să folosești în continuare perifericele care ți se potrivesc cel mai bine. Și nu trebuie să te îngrijorezi, fiindcă n-o să te abandonăm. Noi iubim la fel de mult mouse-ul și tastatura.
Can I use a controller if I don’t have a Steam machine?
Yes. It’ll work very well with any version of Steam.
I’m a developer - how can I include support for the Steam Controller in my game?
On the same day that our prototype controllers ship to customers later this year, the first version of our API will also be made available to game developers.
How will the beta controller differ from the one that’s for sale next year?
There are a couple important differences: the first 300 or so beta units won’t include a touch screen, and they won’t be wireless. Instead, they’ll have four buttons in place of the touch screen, and they’ll require a USB cable.
Ce urmează după asta?
We’re done with our announcements, and we promise to switch gears now and talk specifics over here in our Steam Universe community group
. Also we’ll talk soon about the design process and how we’ve arrived at our current prototype. (We’ll post detailed specs next week for our living room SteamOS prototype, too.)
We look forward to working together with you to design the future of Steam in the living room.