Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Why do I say that? One word
Xinput
Microsoft took direct input, decided "wow this is great, we should make a new standard that is 10000 time worse and is non-configurable and only had the number of buttons as the xbox controller and nothing else". The last and ONLY time xinput has ever been updated was to add 2 'new' paddles for supporting the xbox pro controller. Which is preciesly why valve created teh steam controller and steam input API system. Because Microsoft gave everyone the middle finger for any kind of controller customization.
Some level of competition is always healthy, as it breeds innovation. The big issue with the Microsoft Store is that Microsoft could potentially turn off the ability for Windows to run non-store apps and games, which would be terrible. They tried this with Windows RT are trying it again in Windows 10 S. So in a way - yes a sucessful store would be bad for Steam - but not because of competition, but because of anti-competitive practices on Microsoft's part.
All of that said, the Steam Controller and the Steam Link are hardware that could be useful outside of Steam, but the way things are set up right now I have to resort to a third party controller and may need to get a 50 foot HDMI cable just to play some third party games acceptably on my TV, which basically defeats the purpose of the Steam Link.
. . . and I'm not just talking about UWP games either; Blizzard games and games bought in GoG can be problematic as well.
Looking at the XInput API docs, XInput was terrible. So bad that Microsoft actually gimped themselves because the Xbox One controllers are more functional than the Xbox 360 controllers.
Going to the UWP API docs, it turns out that even Microsoft hated the limitations of XInput and has a new kid on the block for UWP: Windows.Gaming.Input[docs.microsoft.com]. Third party controllers can extend the IGameController[docs.microsoft.com] interface if they want to provide "rich" access to their controllers, and games can use RawGameController[docs.microsoft.com] to get raw controller input.
Here's what Microsoft has to say about XInput in their UWP API[docs.microsoft.com]:
. . . so yeah even Microsoft now officially wants everybody to stop using XInput.
But now if you're making a third party controller, you have to think about Windows.Gaming.Input if you want to support UWP apps.
Yes. Unfortunately, it never really worked right when I was trying to get my Steam Controller working.