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For those who may not be aware, the Steam Controller (aka Steam Deck Controller, Steam Controller 2.0 etc..to differentiate it from the original model with the single thumbstick over a decade past), goes on sale May 4th!
As far as the price, taking all factors into consideration it seems reasonable enough. As others have mentioned, many other major 1st party controllers cost a significant amount and often lack the features that the Steam Controller 2nd Gen offers. When it comes to hardware, Valve also is dealing with a smaller economy of scale compared to Microsoft, Sony, or Nintendo so I can imagine their costs are higher, even before the recent tariff and shortage related issues. There's also the benefit of Valve's continual and quite phenomenal investment into Steam Input, motivated in part by the original Steam Controller and Big Picture Mode's debut; it is probably one of the most comprehensive driver packages for myriad gamepads and both custom and native support for games that support specific features (ie DualSense). This of course atop all the other projects from SteamOS and Linux development to Proton and its components, so putting my money towards the company that has improved gaming (with a focus on FOSS when possible) is a fair bit easier.
The hardware itself seems solid, though there are some potential quibbles in the minutia. For instance, some prefer the asymmetrical thumbstick layout and others the symmetrical, but I can hope that it is somewhat like the DualSense in that its layout and comfort is sufficient that even those who usually like the asymmetrical layout can still find it viable. The touchpad locations are a big factor; if their location is comfortable without undermining the proper placement of the sticks. The rest of the hardware and features seem to bring it at or above comparable first and third party offerings, such as the Switch Pro 2 and DualSense. I am curious to see if games made with the latter's features in mind, from major Sony published titles like the Spider-Man titles, Death Stranding series, Ghost of Tsushima etc.. will be enabled using the Steam Controller since its one of the only ones that has many of the hardware capable features necessary to enable it vs other first and third party titles; I do assume that it won't be everything, after all it doesn't have a speaker or mic last I checked. Still, I have a DualSense Edge for those games and very few titles are meaningfully improved by such features, so its not a major issue for me, but as much as I'd like a completely limitless Pro/Elite/Edge version of the Steam Controller I get that is even more niche. There are a few other potential issues Iv'e seen discussed notably the wired latency/response but that's pretty early and tenuously supported at this point as well as an easy fix.
I digress - Microsoft actually HAS the new GameInput successor to XInput that is supposed to handle all the things that the Steam Controller has done, and its obvious that Valve has made their hardware and much of their software pretty open and compatible, so I'm guessing it will just take either MS or Valve with MS's certification to have an independent driver package that supports and maps the Steam Controller without the need of Steam itself. If it can be done on the Linux side, it could be done on Windows. However, I think there are a lot of techtubers and similar who are getting a lot of drama algorithm bait out of "Valve's $100 controller doesn't work without Steam!!!111oneone" content. I'd say give it some time, I expect this to be handled either first or third party relatively quickly; there are too many commonalities like the open support on Linux modules and how SDL is somewhat universal etc.
Edit: Can we have a case this time at/near launch? How about some swappable thumbstick caps, dpads, or other components?
As far as the price, taking all factors into consideration it seems reasonable enough. As others have mentioned, many other major 1st party controllers cost a significant amount and often lack the features that the Steam Controller 2nd Gen offers. When it comes to hardware, Valve also is dealing with a smaller economy of scale compared to Microsoft, Sony, or Nintendo so I can imagine their costs are higher, even before the recent tariff and shortage related issues. There's also the benefit of Valve's continual and quite phenomenal investment into Steam Input, motivated in part by the original Steam Controller and Big Picture Mode's debut; it is probably one of the most comprehensive driver packages for myriad gamepads and both custom and native support for games that support specific features (ie DualSense). This of course atop all the other projects from SteamOS and Linux development to Proton and its components, so putting my money towards the company that has improved gaming (with a focus on FOSS when possible) is a fair bit easier.
The hardware itself seems solid, though there are some potential quibbles in the minutia. For instance, some prefer the asymmetrical thumbstick layout and others the symmetrical, but I can hope that it is somewhat like the DualSense in that its layout and comfort is sufficient that even those who usually like the asymmetrical layout can still find it viable. The touchpad locations are a big factor; if their location is comfortable without undermining the proper placement of the sticks. The rest of the hardware and features seem to bring it at or above comparable first and third party offerings, such as the Switch Pro 2 and DualSense. I am curious to see if games made with the latter's features in mind, from major Sony published titles like the Spider-Man titles, Death Stranding series, Ghost of Tsushima etc.. will be enabled using the Steam Controller since its one of the only ones that has many of the hardware capable features necessary to enable it vs other first and third party titles; I do assume that it won't be everything, after all it doesn't have a speaker or mic last I checked. Still, I have a DualSense Edge for those games and very few titles are meaningfully improved by such features, so its not a major issue for me, but as much as I'd like a completely limitless Pro/Elite/Edge version of the Steam Controller I get that is even more niche. There are a few other potential issues Iv'e seen discussed notably the wired latency/response but that's pretty early and tenuously supported at this point as well as an easy fix.
This...doesn't seem likely or at least, not for very long. In fact, on Linux there are already kernel modules for SDL that will ensure that the Steam Controller is supported native at least on that OS if what I read recently is accurate. When it comes to what some reviewers are talking about, I'm guessing it could be because of the early pre-release state of it all especially in terms of Windows drivers. The issue seems to come across because unlike say, an old XboxOne/Series gamepad, all the features of the Steam Controller 2.0 like gyro, touchpads etc..can't be supported by XInput. MS refusing to move forward in this regard is a main reason that despite Nintendo and Sony controllers having these hardware features cross platform games don't 'expect' gyro support by default for example becuase they know other players with XInput pads will not be supported. This is also the reason that up until Steam Input it was very hard to use Nintendo or Sony controllers on PC unless you used A) a custom driver package like DS4Windows / DSX or B) the developer, like those in several emulators, manually coded in drivers for these pads.SkillUp said that it requires Steam Input and won't work outside of Steam. (But it will work if you add the game's shortcut into Steam)
I digress - Microsoft actually HAS the new GameInput successor to XInput that is supposed to handle all the things that the Steam Controller has done, and its obvious that Valve has made their hardware and much of their software pretty open and compatible, so I'm guessing it will just take either MS or Valve with MS's certification to have an independent driver package that supports and maps the Steam Controller without the need of Steam itself. If it can be done on the Linux side, it could be done on Windows. However, I think there are a lot of techtubers and similar who are getting a lot of drama algorithm bait out of "Valve's $100 controller doesn't work without Steam!!!111oneone" content. I'd say give it some time, I expect this to be handled either first or third party relatively quickly; there are too many commonalities like the open support on Linux modules and how SDL is somewhat universal etc.
Edit: Can we have a case this time at/near launch? How about some swappable thumbstick caps, dpads, or other components?