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quick correction: with the new "Enabled in Games w/o Support" toggle (which is the default going forward), Steam Input can be either enable or disable based on what the developer has assign the Controller Support tag for.
theoretically, if a developer correctly uses the system: Steam Input Translator (and Steam Input API) can be entirely disabled whenever I connect my PlayStation Controller because it *knows* it supports the Controller natively.
For games like BallisticNG: this is great because the game has proper support for PlayStation Controllers regardless of connectivity method.
But if it doesn't support PlayStation Controllers on Bluetooth mode; then Steam Input will be enabled-- but they tell you to plug it to your USB Cable. If you plug it to your USB: then Steam Input will be disabled.
If a game decides to use Steam Input API and the devs wants to use it (see: Portal 2 or Aperture Desk Job); then it'll always default to Steam Input regardless, and you get a pop-up telling you how Steam Input API works! (finally!).
But; if it has either "Partial/Full Controller Support" tag: then Steam Input will be enabled and they'll tell you that it doesn't have native support. (even if the game actually has native support)
this entire system hinges on developers/publishers, and thus: there will be incorrect, misreading or they totally forgotten to update it by the time it rolls out to the Storefront.
I am more disappointed with the absolute lack of automation process for the Steam Input API and Legacy+ portion of the Controller Support tag. these are the kind of stuffs that is done automatically within Steamworks partner opt (or heck; even on SteamDB, or directly via game files), so you would expect a ton of SIAPI games being listed and be filtered out correrctly-- but no.
it has to be done manually by the developers.
I honestly think Valve should skip this half-baked solution for now and instead just recommend that developers either add an in-game option to change prompts (the universal solution to everything) or use Steam Input's helper function for button prompt display. They actually have suggested the latter in the Steamworks update here:
There are just too many factors and issues with this, so I think it's better that Valve leaves it until they are ready to add proper DS4 emulation. It requires too much work from publishers and developers, so the tags may never be added properly to many games.
So in summary, a better solution would be:
- Actual DS4 emulation that can be toggled in the game's properties, with an option for using either Touchpad click or Share for Back/View in the conversion.
- More encouragement from Valve to developers to add an in-game option for switching to PS prompts or using the Steam Input helper function. They do actually recommend having an option here (bottom), but not many devs follow that recommendation, which is regrettable. Let's hope at least some devs follow the recommendation in the Steamworks update for using Steam Input's helper function.
A well-intentioned change from Valve and certainly something that shows that they care about PS controller users--but the actual implementation may cause more issues and frustration than it's worth.Furthermore, just adding a tutorial the first time you start Steam Input that clearly explains that Steam Input emulates XInput and will therefore show Xbox prompts in the game would have been sufficient, since that is where most of the confusion regarding Steam Input comes from--players and devs both actually don't know it's simply an XInput emulator. SIAPI has a separate tutorial that explains how it works.