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No, obviously that is a broad and misleading generalization. Saying that you "don't really get many features on the Xbox controllers" is quite simply wrong--you can use all customization features that Steam Input has to offer, which are almost impossible to count. That DS4/DualSense has gyro and touchpad just give them some additional options that not all players use anyway. I'm sorry, but you are completely mistaken here.
As for your second point I fully disagree and completely agree with cristaloy. If anyone has a good reason to be using Steam Input it's Playstation users. The light, the gyro, and the touchpad are 99% useless on PC otherwise, unless you find one of the rare full playstation compatible games, where as an Xbox control will do it's basic usage just fine without any modification. Frankly I doubt most players are even messing with a lot of that on non PC-centric games. Also the data supports me more on this one since 99% of Playstation users used steam input.
But, the ability to bind extras to those inputs are very nice, especially if the game happens to allow you to mix in kb/m inputs without being a mess sometimes since sometimes you can get a more 'specific' key for something on keyboard than the way the gamepad inputs work. Don't count out Gyro either, the Wii brought it to the masses as a gimmick, but it's very good.
Gyro enhances aiming so much. Though, it's much better on the SC I think with the touchpad on mouse, and/or deck because of the ability to make gyro work on on touch activation, or the touch of the stick on the deck, though nothing else can do that on touch stick thing like the deck does. I miss doing that more but sadly my 2 SCs are both on the fritz a bit in various ways.
But yeah, the light is niche, can be handy but not being an input probably just a bit less important. I am curious how many Xbox pad users are using Elites though. Since the original elite driver can only really duplicate xinput buttons, it really makes it a biiiiiit more useful on Steam.
Do you have any sort of foundation for your assumptions? How do you know how much or how little Steam users use Steam Input to customize their input? Some may just swap basic buttons or invert axes, others might use layers and chorded presses to get the controls they desire and others might use numerous other features. There is absolutely nothing that says that PlayStation controller users have more reasons to use Steam Input simply because they have Gyro and Touchpad customization.
You can customize gyro and touchpad like anything else in Steam Input so it's far from useless, even if the game doesn't support it natively. You can map any XInput or KB/M input to it and the game will process it as anything else.
EDIT: Drex edited his entire post so I'm gonna write more down below. He may even have deleted his old post and replaced it with a new one, for whatever reason.
Again, do you have some sort of foundation for this? That you do not use Steam Input features doesn't mean that other users do the same.
A lot of games still don't support DS4 natively so players have to use Steam Input to even get their controllers to work. There is also no way of knowing how many PlayStation controller users use Steam Input for gyro and touchpad specifically--it could just as well be for any other Steam Input feature.
Ok so first off, I'm not saying something shouldn't be considered because it's not the majority of users, but the majority of user ship is generally going to steer the ship to make sure the most core things are usable for the most people. I'm not saying it shouldn't work or shouldn't be there, but since the light is not even an actual input and not on as majorly used of a control I just figured it might take a bit to get to it that's all. There's plenty of other things they still need to clean up as well, I'm sure after the holidays they'll start quickly cranking updates out again, they've put out a LOT of fixes and parity cleanup since this started.
As for the playstation pad features, you're misconstruing what I said about the playstation features being useless. I didn't say they're useless, I said they're useless WITHOUT Steam Input. Without using Steam Input, or some other input tool, the lightbar, touchpad, and gyro, do absolutely nothing on PC, unless you happen to be playing one of the super rare games with full support for it.
As for what I said about basic input changing, yes I do have numbers they're right there in that data, I feel this is more or less accurate enough, this isn't just about Steam Input itself, it's about using controllers in general. Only 17% of Xbox controller users actually USE Steam Input. The rest of those people are not using Steam Input at all, so they're not getting to do more advanced controller alterations, maybe the in game options have a bit but they're not gonna go as hard Steam's does. But on the Playstation controllers, they have a far higher reason to be using Steam's tools, since it activates another otherwise dead part of their controller. The only thing on the Xbox pads that doesn't work out the gate for the average person is the screenshot button, I'm kinda surprised Microsoft didn't use that actually.
Personally I've had a Stadia pad for an extra non-SC controller lately, I kinda wish I could use the two extra buttons on this puppy.
I also noticed that you edited your entire post--or replaced it, rather--while writing that, so I didn't have time to change it for clarification (i.e. based on your possible explanation of the issue below in your deleted post). I didn't edit my post above the line after your edit.
Actually, it seems like the data is for only one game for a period of four months. The global average for PlayStation controllers is 24%, or was in 2020. It may have increased quite a bit since then with the release of the PS5 and the DualSense. So if it was 24% back then, it could be much higher now.
The sample game may not have had native DS4 support so it was either using Steam Input or not being able to use the controller at all. It doesn't reveal much about Steam Input habits between users with different controllers. The game may be a shooter with fairly extensive in-game controller options, so Xbox controller users might not need Steam Input to begin with. There's no way of knowing the specifics since it's only one game and we don't know which. There's also players who have multiple types of controllers, controller emulation through software/hardware, etc.
You still have no foundation for your claim that PlayStation controller users use Steam Input more frequently simply because of gyro/touchpad support--if that is, indeed, your claim. Steam Input usage is just far too varied between users and doesn't have much to do with what type of controller is being used--it's the player's personal preferences that matters.
Of course, PS4 controller users may use gyro/touchpad customization, depending on their needs and preferences, but saying that this is the only, or primary, reason that they use Steam Input or that they don't use any other functions is completely unfounded (which also goes for the claim that Xbox controller users also don't use Steam Input functions much, which there is no way to measure).
Unfortunately no :(
The latest change to the big UI, turned to the same messy resourge hog used for the Deck, is only the icing on the cake.
What is Valve thinking? Do they not understand that the Steam users who use Steam Input regularly are mainly the ones that have shared their opinions on the new UI and that they almost unanimously think it's worse in every way? Valve have worked hard for several years to make Steam Input what it is today and now they are throwing it all out the window for some retrogressive and barely functional nonsense that they think is modernized and beautified. That the UI was actually completely broken at launch--you had to change a setting to just be able to access it--shows how little they care about the enjoyment of their userbase. There is also no financial benefit in this whatsoever for them, so the whole change is inexplicable and outright irrational. It will only lead to more outcries and pleas for a way to use the old UI.
Going into Big Picture Mode every time you want to change a config is a nuisance. You can at least edit the configs in the game, but I prefer to have BPM turned off usually and I want to be able to edit the configs from the Game Library when I'm in Windows desktop.
Valve can still fix this if they revert to the old Steam Input UI on the stable client, including when accessed from the game library. The new Steam Input UI should only be turned on if the command line is set. They could have a separate command for the UI accessed from the Game Library if they want to. Better yet, they should add these settings to the Steam main settings. The Interface category seems a little full at the moment and I don't think there's a scroll function in the settings window. They could therefore just create a new category called "Interface (2)" and move all the checkbox options there (from "Scale text..." to "Notify me..."). Then add the options "Use the classic Big Picture Mode" and "Use the classic Steam Input Configuration in Game Library". Also a "Start Steam Client maximized" checkbox in Interface and a "Disable the What's New section" checkbox in Library settings.
You can now scroll the settings window properly, so that's why I'm again suggesting that Valve add the options I mentioned in the last paragraph in my post above. It would really solve almost everything and would show that Valve care a little about the consumers who make them successful in the first place.
The settings: