cheminot a écrit :
Pour ce prix là ils auraient put ajouter le retour de force dans les gâchettes comme ce que fait la Dualsense.
The Steam Controller works well for playing Steam games, but what about for people that have games from Xbox Game Pass or Epic? How much functionality should they expect with this controller without first adding the game to Steam?
Pierre-Loup: The answer varies slightly by operating system. On SteamOS and Linux, you can use a baseline driver outside of Steam. On Windows, you need Steam to do the gamepad API translation, but the Steam overlay will work on almost anything - OpenGL, Vulkan, DirectX, anything that is a graphical app, you can add to Steam.
Would you consider operating as a standard Windows XInput style controller for those edge cases?
Pierre-Loup: The thing with those standard APIs is that they're tied to a certain controller type. If your controller is exposed through the native Xbox API, through XInput, your controller is essentially an Xbox controller - and that means you wouldn't have all these inputs and be able to express this stuff.
In theory that could be done, if we made the Steam Controller a licensed Xbox or PlayStation controller on top of everything else, but then you'd have to have a big mode switch button where the user would have to figure out what mode they were in. That requires extra circuitry in the controller, and just an extra cost we'd have to burden the user with. It wasn't clear whether this extra feature could work well together without compromising the existing feature set or the cost of the controller.
Captain America a écrit :
Quand je pense que j'ai payé ma Flydigi Vader 5 pro 65€... 99€ pour un pad à l'ergonomie discutable avec deux trackpad ça me parait vraiment cher.
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