When Valve unveiled its Steam Controller last year, I was quite skeptical about the value of its built-in touchscreen. It turns out many of Valve’s testers had the same opinion. This January, at the 2014 Steam Dev Days conference, the company announced that it was ditching the touchscreen for a more conventional button configuration.
In the video below, you’ll see Valve’s Eric Hope and John McCaskey talk about the evolution of the Steam Controller at Steam Dev Days. At around 23:35 into the video, Eric talks about the point when they realized that the touchscreen was not really that useful. See, Valve added a “ghost mode” that displayed an onscreen prompt showing you what part of the touchscreen you’re touching as soon as you touch it.
Ghost mode was a great feature. So great that Valve realized it rendered the controller’s screen – which Eric said was the most expensive part of the controller – pointless. Removing the touchscreen also allowed Valve to ditch the built-in rechargeable battery and switch to AA batteries, further driving the cost of the controller down.
Then at around 25:39 in the video Eric discusses why the ABXY corner buttons on the previous prototype also had to be scrapped. Valve labeled the face buttons A, B, X and Y to make them familiar to gamers, only to arrange the buttons in an unfamiliar layout. The result was a jarring experience for testers, who had a particularly hard time accepting the fact that the four ol’ buddies were split into two groups.
As Eric said in the video, the controller is still undergoing internal testing and is nowhere near its final form. They could bring the touchscreen back. They could also place the buttons a bit farther apart. You know what they say about people with big thumbs: they have trouble with cramped controllers.
A company called Tivitas is working on the gamepad equivalent of Mad Catz’ R.A.T. mice, and then some. It’s called the Sinister, a glove-shaped gamepad that’s adjustable in different aspects. It also has a haptic feedback technology that’s supposedly more nuanced compared to the rumble motors used in most gamepads.
The images here are of the Sinister’s prototype, but the major features should be intact in the retail product. Like Mad Catz’ mice, Sinister’s overall length and the height of its arch are adjustable. The customization extends to its buttons and analog stick. These switches come in small magnetized modules that can be rearranged on the fly to suit your preference.
Finally, you can pick from different ways of using the gamepad. You can have the gamepad and your mouse emulate an Xbox 360 controller, with the mouse acting as the right analog stick. You can also emulate an Xbox 360 controller with just Sinister alone, leaving you free to use all of your mouse’s functionality. Finally, you can have the gamepad emulate a keyboard and map commands to its keys.
In its hands-on with Sinister, Polygon said that Vivitouch, the gamepad’s haptic feedback technology, is “lighter, smaller, quieter and more energy efficient than rumble devices and offers a more targeted haptic feel. A bullet shot feels a lot different to a sword clanging against a shield, or a long fall.” Polygon also said that the gamepad will have different rumble settings for different types of games, though Tivitas made no mention of that in its Kickstarter page.
Tivitas claims that Sinister is already compatible with Windows and Linux, with support for OS X on the way. Pledge about $109 (USD) on Kickstarter to get a beta version of the Sinister gamepad as a reward. I think the Sinister can make gaming on a PC more comfortable, but I can do without the rumble feature. Hopefully Tivitas will consider releasing a cheaper, rumble-less model.
Yesterday Valve released a video showing a prototype of the Steam Controller – which is designed to be used with the company’s upcoming Steam Machines – being used to play a handful of games. The demo focused on the controller’s “legacy mode”, in which the controller emulates a mouse and a keyboard, letting you map keys and cursor movement to the controller’s buttons, triggers and trackpads.
In the demo, the controller was used to play four mouse-heavy games: Portal, Civilization V, Counter-Strike: G.O. and Papers, Please. The games were chosen to show the accuracy of the trackpads, as well as how well it works with menu-heavy games that were meant to be used with a keyboard and mouse.
As was mentioned in the demo, Valve will release more demos featuring a variety of games. Even if you’ve already decided that the controller isn’t for you, remember that Steam Machines will still support mouse and keyboard combos. In any case I think that the Steam Controller is mainly for console gamers, to get them to try the PC games on Steam. That said, I wouldn’t be surprised if Valve is working on or supporting the development of games that were made with the Steam Controller in mind.
This week a fellow by the name of Tom Carter will show off a system by the name of UltraHaptics, one that will apparently take away the problems inherent with touchscreen displays requiring users to cover up the objects they touch. This system will be presented at the ACM Symposium on User Interface Software and […]
Earlier this week Valve teased the free, gaming-oriented and Linux-based SteamOS and the PC-console hybrid Steam Machine. It soon completed the establishment of the fundamentals of its living room invasion by unveiling the Steam Controller. As with the Steam Machine, the controller is Valve’s attempt at bringing the best of PC and console gaming together.
The Steam Controller doesn’t seem to have biometrics or gaze tracking capabilities – two features that Valve co-founder Gabe Newell has cited as desirable input options – but one look at it and you can see that it’s still quite different from most gamepads. For starters, instead of a d-pad or analog joysticks, the controller has two high-resolution trackpads. Valve added “super-precise haptic feedback” to trackpads in the form of weighted electro-magnets. The feedback will be used not only to add tactility to the trackpads, they can also be used to provide other in-game cues and can even function as speakers. How about that?
Chris Remo of developer Double Fine claims he was able to test a prototype of the controller a few months ago and said “…the cursor pads worked amazingly well.” When asked if the haptic feedback helps, Remo said, “Yes, it makes it feel like you’re actually operating a real physically mechanical device, not just a touchscreen.”
Perhaps Remo was actually referring to the trackpads in the second statement that I quoted, but the controller does have a high-resolution touchscreen. It’s the small square at the center of the controller. When you touch the screen, an overlay of the touchscreen’s display appears on your TV or monitor, so you won’t have to look down at the controller while playing. Makes you wonder why they even made it a screen right? Then again, it could be used to display data that should be kept hidden from other players. Take that Lambert!
Aside from its touch-friendly input options, the controller also has good old buttons. There are a total of 13 standard buttons – four face buttons at the corners of the touchscreen, three narrow rectangles below the touchscreen, four shoulder buttons and two rear buttons – but because the two trackpads and the touchscreen are also clickable, you have a total of 16 buttons. The image below shows a sample key binding setup for Portal 2. Note that the touchscreen is divided into four buttons in the setup.
What makes this controller extra special in my opinion is that it has a “legacy mode” that fools your Steam Machine or your desktop computer into thinking that the controller is a keyboard and mouse. This makes it compatible with all Steam games, which is why the diagram above indicates the mapped keyboard and mouse buttons and not just the functions. Finally, Valve promises that the controller will be hackable, and that they will provide tools to help people mod the controller.
If you’re interested in owning or building a Steam Machine but don’t want to use the Steam Controller, don’t worry. Valve says you’ll still be able to stick with your trusted keyboard and mouse combo.
Valve will pick 300 lucky Steam members to participate in a closed beta. The beta testers will be given both a prototype Steam Machine and Steam Controller. The prototype controller that Valve will distribute to the testers will be wired and have no touchscreen, but the final version will be wireless and have the aforementioned touchscreen. Check out the Steam Machine FAQ page if you want to know how to apply for the closed beta.
Everyone more or less knows that Google’s main business is search, and a lucrative part of that would deal with advertising, which has since raked in the dough for Google consistently throughout the years. In fact, some have even gone […]
Most device vibration technology is used as pure feedback — either confirmation that you’ve pressed something or that you’ve come across an obstacle. If a prototype developed by Nokia Research and the Helsinki Institute of Information Technology ever translates to production, however, it’ll be as much a part of personal phone conversations as a soft voice or a cheeky text message. The modified N900 attaches a resistor that responds to a squeeze at four different pressure levels, and doles that out during a traditional or Skype-based call as a vibration on the other end. As you’d imagine, the aim is to give family, friends and lovers the closest they’ll get to a hug (or the occasional frustration) when the distance is just too great for an in-person visit. Don’t hold your breath for an extra-lovable Lumia anytime soon: there’s no mention of any near-term production plans, and any adoption would require a platform switch just to get started. But if we ever see “reach out and touch someone” become a lot more than a slogan, we’ll know where it came from.
A research group at Gifu University is developing a virtual anatomical model. It is currently being used as a medical teaching resource to educate users about cerebral nerves. “This object has a sensor which detects its position and orientation, so when you move it like this, the picture moves with it. First of all, you can use this capability to bring the picture and the object together. When you look from that side, I think things appear quite distorted, but to someone looking though …
It’s time to have a chat about what the iPhone 5 didn’t bring to the table this week now that the dust has settled – somewhat – after the big Apple reveal. Two features you might be wondering about – and one that you might never have heard of – for the iPhone 5 that we’ve had questions about are these: NFC, Wireless Charging, and Localized Haptic Feedback. We’ve discussed the first two extremely briefly right after the press conference was complete, while the third has still been weighing on our minds even without a lot of your questions for us on the device in the end.
One of the main objectives the designers of the iPhone 5 had in mind was the overall thinning of the device. The final product is, as the video you’re about to see will show, precise down to tiny, tiny details throughout the iPhone 5′s hardware build. The features we’re about to speak about here are not included on the iPhone 5 for their own unique reasons, but the technology being… well… fat – is one of the main reasons why they’re not included on this device.
NFC
We’d heard some weeks ago that NFC was set to be included on the iPhone 5, and even heard a rumor that said an iPhone 5 with NFC embedded was created – but the final word is this: the infrastructure surrounding NFC as a technology being used in the wild just isn’t strong enough. Even more important than the fatness of the architecture that’d be needed for the iPhone 5 to work with NFC is the idea that the technology just isn’t mature enough.
If there’s any shadow of a doubt that a feature will not be usable in a short amount of time after it’s included on an Apple product, it will not be included. One example of this is the MacBook and its inclusion of HDMI-compatible hardware. You didn’t see HDMI compatibility on Apple products until a large enough cross-section of media-makers and hardware developers adopted the technology – and no, I nor we know any specific numbers in this situation.
Wireless Charging
If you keep up with all the gadgets and gizmos that get released no matter what manufacturer makes them here with SlashGear, you know that Nokia released a couple of devices recently – the Lumia 820 and 920 – that work with wireless charging. This technology is another one that requires some bulk and weight – and of course, an added cost for production. When you weigh these simple elements against the positive factors involved in wireless charging, they simply do not add up – not for the iPhone 5, anyway.
One of the biggest reasons for this is simply the fact that you cannot charge your device wirelessly and hold your device while using it at the same time. At the moment, Nokia’s chargers, while awesome in an of themselves, are certainly larger than a simple USB-wired charging solution. It’s not as if this concept is new – the idea that you can hold your device while charging if it’s not wireless – but it still holds true through the iPhone 5.
Localized Haptic Feedback
If you’ll look way back to March of this year you’ll find an Apple patent outlining Localized Haptic Feedback for their iPhone line. To keep it simple: this technology connects an array of piezoelectric actuators to the device’s display, each of them able to give you vibrations localized to the point where you’re touching your screen. This is just one of several different ways you can do this, but the end result is the same.
Apple simply isn’t going to include a system like this unless it’s necessary for the device to function. More important than that, Apple won’t include a system like this because it’d simply weigh too heavily on the battery – why use up battery time for a system that shakes your finger so precisely it seems like magic? At the moment, the ends do not justify the means.
Have a peek at our Apple portal for more info on the iPhone 5 and let us know what you think of these features – especially what it means to you that they’re not included in this release. Also be sure to check out our iPhone 5 hands-on experience to get close – real close!
This is site is run by Sascha Endlicher, M.A., during ungodly late night hours. Wanna know more about him? Connect via Social Media by jumping to about.me/sascha.endlicher.