Steam Controller (2015)

Steam Controller (2015)

Gyroscope limitation
Hello, im trying to configure the Steam Controller gyroscope in the simplest way that this device should be detected... as itself.
I try to explain me better, i have a game that needs gyroscope functionalities, but when i go to the steam controller setting, i am forced to choose a conversion, it turns the gyroscope to a mouse or a joystick... there is not the choice to leave it be as a gyro.
it is so stupid, am i stupid? Please someone tell me that i'm missing something!
< >
Showing 1-11 of 11 comments
It has to be set as a mouse or joystick. Which game?
If you have a game that has native gyro controller support, disable Steam Input. Steam only converts the gyro to something games expect, either a mouse or joystick.

But what game needs the Steam Controller's gyroscope as itself?
The games that support using the Steam Controller's gyroscope natively use the Steam Input API (SIAPI). Where this is the case the game's default controller layout is populated by named in-game actions instead of generic controller/keyboard/mouse binds, and the game may use the gyroscope by default or you may insert the gyro by binding a camera function to the gyroscope in the layout yourself. Examples of games like this include Death Stranding and Aperture Desk Job.

Other cases of supporting the native use of a controller's gyroscope may either use this method, or they may require that you disable Steam Input for that game so that it can directly detect the controller, typically a PlayStation DualShock 4 or DualSense. Examples of games like this include Modern Warfare II/Warzone 2.0, Death Stranding: Director's Cut, and Deathloop.

Software such as reWASD can emulate a DualShock 4 so that other devices can be used as in the second paragraph, but I don't know if this is currently possible with a Steam Controller. Typical use cases of the SC's gyro involve either what's described in the first paragraph or configuring the gyro as a mouse or joystick, which depending on how you configure the layout, the games you do it in, and the games you're comparing to, it might be difficult or near impossible to distinguish from games that use gyro natively or it might not really work well at all.
My game does not support the Steam Controller's gyroscope natively, but i find it quite dumb that i can assign to it all the generic gamepad funcionalities, with the only exception of gyro...
I cannot even disable steam input, because without it the Steam Controller is detected like a generic keyboard and it becomes useless for most of games.
Steam has created an incredible tool for gamepad configuration, but i find this missing feature quite trivial.
My only solution now is to put aside the Steam Controller and buy another gamepad with a gyroscope...
If the game supports mixing gamepad and mouse inputs you may be able to get good results. That would involve assigning the gyroscope as a mouse, which gives the most native feel.
:steamfacepalm:

Forget it, he won't answer basic questions. Let him suffer in his displeasure.
Originally posted by Snowy:
If the game supports mixing gamepad and mouse inputs you may be able to get good results. That would involve assigning the gyroscope as a mouse, which gives the most native feel.
I have the same issue with the yuzu emulator, when i go in the controls configuration page, if i use Steam Input i can salve all the buttons with the exception of the gyroscope, without steam input the controller is completely undetected.
Originally posted by nellone:
I have the same issue with the yuzu emulator, when i go in the controls configuration page, if i use Steam Input i can salve all the buttons with the exception of the gyroscope, without steam input the controller is completely undetected.
First off, no. There are plenty of open source programs on Windows and Linux that try to read the Steam Controller and convert it to something usable on the OS, including native support. Stop using Steam Input to control things not meant for Steam.

And there's your problem. Yuzu is a non-Steam game. You need a plug-in called cemuhook to expose and use the Steam Controller's gyro into the emulator. If you have to run Yuzu from Steam, disable Steam Input and use the app's SDL settings to map the rest of your controls.

https://github.com/FrogTheFrog/steam-gyro-for-cemuhook

What I linked is an archived project, but maybe the Yuzu discord has moved on to a newer solution. Ask them.

Next time, be specific with your question.
Originally posted by DaMu:
Originally posted by nellone:
I have the same issue with the yuzu emulator, when i go in the controls configuration page, if i use Steam Input i can salve all the buttons with the exception of the gyroscope, without steam input the controller is completely undetected.
First off, no. There are plenty of open source programs on Windows and Linux that try to read the Steam Controller and convert it to something usable on the OS, including native support. Stop using Steam Input to control things not meant for Steam.

And there's your problem. Yuzu is a non-Steam game. You need a plug-in called cemuhook to expose and use the Steam Controller's gyro into the emulator. If you have to run Yuzu from Steam, disable Steam Input and use the app's SDL settings to map the rest of your controls.

https://github.com/FrogTheFrog/steam-gyro-for-cemuhook

What I linked is an archived project, but maybe the Yuzu discord has moved on to a newer solution. Ask them.

Next time, be specific with your question.
I'm sorry Professor! But this is not even near a solution and and it has nothing to do with the problem i exposed from the topic either.
I'm telling that there is a section of steam configuration where you can arbitrarily assign gamepad controls to your device, and one of the most common features are missing (the gyroscope).

There is a good reason why i was answering to others and not to you... but you continue harassing me and others to not interact.... please stop, if you dont like my post, do yourself and everyone a favor, go over and ignore it.
Outside of being its own rarely directly supported controller standard, Steam Input's device emulation capabilities are restricted to mice, keyboards, and xbox 360 controllers, none of which have gyroscopes. This limited controller support is a bit of a historical accident because the vast majority of modern PC games with any controller support at all stretching back to that console's launch only really support the x360 controller.

Other controller support on PC nearly universally happens by supporting the specific hardware devices directly, so usually there isn't an easy to implement API like Xbox 360's XInput for the other controllers. This means that attempts to emulate those other controllers are not just more difficult to start with, have more limited use because relatively few of the games and controllers in use have immediate uses cases for such features, but also it is probable that many of the games that support non-xbox controllers are doing so in idiosyncratic ways and will have problems with whatever emulation implementation interfaces with them, causing those emulation solutions to be less universal, more buggy, and take more work to implement and maintain to reduce the bugs. Reasons like this are why Valve has not bothered to implement more capable device emulation capabilities for the Steam Controller and other supported controllers.

As such trying to use controllers that games did not specifically design for as if they were modern native controllers is often annoying at best and infeasible at worst.

tl;dr: The modern controller landscape on PC is stuck with terribly limited software standards from 2005 that are essentially geared towards controller features first introduced in 1997, and we all suffer for that fact.
Originally posted by Snowy:
Outside of being its own rarely directly supported controller standard, ........... .......... ......... ........... software standards from 2005 that are essentially geared towards controller features first introduced in 1997, and we all suffer for that fact.
Really nice explaination, thanks.
We have already an incredible good tool for today standards, let's hope it will evolve with the technology :)
< >
Showing 1-11 of 11 comments
Per page: 1530 50

Date Posted: Feb 28, 2023 @ 5:27pm
Posts: 11