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Steam Controller

From Wikipedia, the free encyclopedia

Game controller by Valve
Steam Controller (2015)
First generation Steam Controller
CodenameIbex (second generation)
DeveloperValve Corporation
TypeGamepad
Release date
  • November 10, 2015 (2015-11-10) (first generation)
  • Q1 2026 (second generation)
DiscontinuedNovember 2019 (first generation)
Websitestore.steampowered.com/sale/steamcontroller

TheSteam Controller is agame controller developed byValve for use with personal computers, runningSteam onWindows,macOS,Linux,smartphones orSteamOS. The controller was designed not only for games developed for controller users, but also for games traditionally played with keyboard and mouse controls. It was released in November 2015 along with Valve'sSteam Machine and discontinued in November 2019.[1] A second generation Steam Controller and a new iteration Steam Machine were announced in November 2025, alongside a newvirtual reality headset namedSteam Frame.[2]

First Generation

[edit]

The Steam Controller featured two clickable trackpads (as opposed to the more typical thumb-sticks on modern console controllers) and fourteen buttons, including face, shoulder, and under-grip buttons. The trackpads includedhaptic feedback; Chris Kohler ofWired described using the controller while playingCivilization V at a Valve press event, noting that as he used the trackpad to move the mouse cursor, the electromagnets within the controller created audio and tactile feedback as if he were using a trackball.[3] Although the controller was designed for theSteam Machine platform, it could also be used with Steam on existing PCs.[4] The controller also includedgyroscopic sensors to detect the relative orientation of the controller.

A representative configuration page for the Steam Controller, which demonstrates the array of settings that can be adjusted on a per-game basis

The controller is presently modified to be used within Steam's Big Picture mode; this enables the player to access detailed options for setting up the various features of the controller on a per-game basis, including button/trackpad mapping and sensitivity, as well as accessing other users' shared controller configuration to use themselves. The Steamworks API allowed for developers to provide more detailed settings for the Steam Controller when in Big Picture mode. Outside of Big Picture mode, the controller otherwise behaves as a standard two-stick controller, though Valve does plan on updating Steam to allow retaining the previously set Big Picture mode per-game settings.[5]

Development

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The original design of the controller was to include a touchscreen in the center of the unit. The touchscreen would have acted like a mousepad and allowed players to perform actions that typically are not capable on controllers, such as operating directly with Steam or SteamOS, and overlaying the touchscreen display onto the players' screens to allow manipulation of the game without diverting attention from the screen. However, at the January 2014 Steam Dev Days event, Valve revealed they had since dropped the touchscreen concept for the controller, instead having rearranged the existing face buttons to be more compatible with existing games.[6]

An early prototype of the original Steam Controller

Valve went through several iterations for a controller that would be able to mimic keyboard and mouse controls, using prototypes made with3D printing to test ergonomics. Early versions of the controller design included a trackball embedded in the controller to simulate mouse functionality, but opted eventually for trackpads to give more customization functionality to developers including the ability to simulate the motion of trackball by tracking a finger's motion on the trackpad. The trackpads and the controller design were made to minimize the amount of contact that a player's thumbs would make on the trackpad when holding the unit.[7]

As opposed to their plans for the Steam Machine to be produced by multiple third-parties, Valve planned to be the sole producer of the Steam Controller; Valve's Greg Coomer stated that this decision was based on achieving the best implementation of the Controller and Valve's vision for the device, noting that "we didn’t think that it was really going to be possible to outsource the design for manufacturing and the finishing of the controller in a way that would allow third parties to take from us an idea or a reference design and bring it to market soon enough".[8]

Valve did clarify that they would open up specifications for third-party controllers to be developed (which was done publicly as of March 2016).[9] As of December 2015[update], Valve was working withFlex robotic assembly line inBuffalo Grove, Illinois to assemble the machines; jokingly, the machines have been givenAperture Science branding, the fictional company from Valve'sPortal series, presumably until the product's later discontinuation.[10][11]

Updates

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Valve has pushed out updates aimed at increasing user customizability. Valve has added improvements to the controller's capabilities based on public feedback following its launch, including movement and aiming controls schemes using its internal gyroscope, the ability to trigger actions that enable cursor movements limited to certain regions on a UI (such as to manipulate a game's mini-map), a quick-access popup of 16 commands that can act similar to the hotkeys for keyboard-and-mouse games, cloud-based controller configuration saving, and support for non-Steam games that otherwise can be played through the Steam Overlay.[12][13]

Several updates were introduced in June 2016. One update enabled users to create actions using the Controller to switch between two or more different configurations on the fly. This update also enabled the ability to customize the motion-sensing controls to be used forvirtual reality games.[14] A second update, in June 2016, enabled buttons to be 'Activators' which can respond differently based on the type of input on the button; distinguishing between a single short tap, an extended hold, and a double-tap, for example. These so called 'Activators' can also be used to simulate the constant holding of a button with a single press, such that as is often used for the action of crouching in many first-person or third-person shooters.[15]

Valve, afterwards, worked on supporting similar controller customization features and user interfaces to other compatible controllers, and released one of its first such updates in the Steam software for Sony'sDualShock 4 controller in December 2016, and a beta support for other controllers includingXbox One in January 2017. Support for theNintendo Switch Pro Controller was added in May 2018.[16] While other controllers can be used on Steam through basic operating system functionality.[17][18][19]

On March 23, 2016, Valve announced it would be publicly releasing computer aided design geometry for the Steam controller. The CAD geometry was released under a Creative Commons license.[20][21] In May 2018, Valve updated the controller to enable itsBluetooth communications, allowing it to pair with mobile devices. This allowed the controller to be used alongside the Steam Link app which replaced theSteam Link hardware.[22]

Release and reception

[edit]
Version of the Steam Controller given away during the Steam Dev Days 2016 event

The Steam Controller was publicly released in November 2015, alongside the release of Steam Machines.[23] By June 2016, over 500,000 had been sold,[24] and by October, nearly one million were sold,[25] including the controllers bundled with the Steam Machines.[26] In October 2016, Valve disclosed 27,000 controllers were in "daily active use".[27] In September 2018, Valve disclosed new figures showing approximately 1.5 million Steam Controllers connected to Steam, accounting to about 14% of those having been connected to Steam within the month the survey was performed. For comparison, the most popular controller used with Steam is the Xbox 360 controller, at around 27.2 million connections, with 14% of those connected within the month of the survey.[28]

Valve announced in November 2019 that it had discontinued further production of the controller and sold off its remaining inventory at a significantly reduced price.[1]

Ironburg Inventions lawsuit

[edit]

A lawsuit was filed against Valve by Ironburg Inventions, in 2020, asserting that Valve knowingly had violated their patent[29] with the inclusion of the rear-face buttons after learning about Ironburg's patent in 2014. The jury trial started in January 2021.[30][31] The jury found Valve had willfully infringed on the Ironburg patent, and awarded Ironburg$4 million in base damages.[32]

References

[edit]
  1. ^abHollister, Sean (November 26, 2019)."Pour One Out for the Steam Controller, now on closeout sale for just $5 plus shipping".The Verge.Archived from the original on November 27, 2019. RetrievedNovember 27, 2019.
  2. ^Wilson, Matthew."Valve officially unveils the Steam Frame, Steam Controller 2 and Steam Machine console".KitGuru. RetrievedNovember 12, 2025.
  3. ^Kohler, Chris (November 4, 2013)."Full Steam Ahead: Inside Valve's Grand Plan to Replace Game Consoles With PCs".Wired.Archived from the original on November 5, 2013. RetrievedMarch 11, 2017.
  4. ^Webster, Andrew (September 27, 2013)."Valve unveils the Steam Controller".The Verge.Archived from the original on August 6, 2017. RetrievedSeptember 15, 2017.
  5. ^Felnon, Wes (November 10, 2015)."Steam Controller review in progress".PC Gamer.Archived from the original on April 17, 2019. RetrievedNovember 27, 2019.
  6. ^Sheridan, Connor (January 15, 2014)."Steam Controller loses touchpad plans, gets classic face buttons".Computer and Video Games. Archived fromthe original on December 7, 2014. RetrievedMay 7, 2016.
  7. ^Kohler, Chris (November 4, 2013)."Steam Controllers Will Only Be Made By ValveSee the Dramatic Evolution of Valve's Steam Controller".Wired.Archived from the original on March 17, 2014. RetrievedMarch 11, 2017.
  8. ^Goldfarb, Andrew (November 4, 2013)."Steam Controllers Will Only Be Made By Valve".IGN.Archived from the original on May 14, 2019. RetrievedNovember 27, 2019.
  9. ^Grubb, Jeffrey (January 15, 2014)."Steam Dev Days: Greenlight gets death sentence, third-party Steam controllers, and 75 million users".Venture Beat.Archived from the original on January 16, 2014. RetrievedSeptember 15, 2017.
  10. ^"Building the Steam Controller".Valve. December 10, 2015.Archived from the original on May 3, 2016. RetrievedMay 7, 2016.
  11. ^Kamen, Matt (December 11, 2015)."Watch robots build Valve's Steam Controller".Wired UK.Archived from the original on May 19, 2016. RetrievedSeptember 15, 2017.
  12. ^Prescott, Shaun (December 11, 2015)."Valve outlines forthcoming Steam Controller improvements".PC Gamer.Archived from the original on April 17, 2019. RetrievedNovember 27, 2019.
  13. ^Hillier, Brenna (December 11, 2015)."Watch robots build the Steam Controller".VG247.Archived from the original on September 25, 2019. RetrievedNovember 27, 2019.
  14. ^Crecente, Brian (June 2, 2016)."Steam Controller adds motion VR support as sales top half a million".Polygon.Archived from the original on March 12, 2019. RetrievedNovember 27, 2019.
  15. ^Morrison, Angus (June 17, 2016)."Customise every button press with the Steam Controller's 'Activators' update".PC Gamer.Archived from the original on March 12, 2019. RetrievedNovember 27, 2019.
  16. ^Tarason, Domonic (May 2, 2018)."Steam Input adds native Switch Pro Controller support".Rock Paper Shotgun.Archived from the original on July 22, 2019. RetrievedNovember 27, 2019.
  17. ^Graft, Kris (October 12, 2016)."Steam to expand PlayStation 4 gamepad support in new update".Gamasutra.Archived from the original on August 28, 2019. RetrievedNovember 27, 2019.
  18. ^McCoon, Alissa (December 14, 2016)."Steam updates PS4 controller support with new configuration options".Gamasutra.Archived from the original on March 12, 2019. RetrievedNovember 27, 2019.
  19. ^Williams, Mike (January 6, 2017)."Steam Beta Adds Native Support for Xbox One, Xbox 360 and Generic Controllers".USgamer.Archived from the original on March 12, 2019. RetrievedNovember 27, 2019.
  20. ^Porter, Matt (March 23, 2016)."Valve releases Steam Controller CAD geometry so you can mod it".PCGamer.Archived from the original on April 17, 2019. RetrievedNovember 27, 2019.
  21. ^Loup, Pierre (March 23, 2016)."Steam Controller CAD Release".Steam.Archived from the original on November 27, 2019. RetrievedNovember 27, 2019.
  22. ^Bourdeau, Ian (May 13, 2018)."Valve have activated Bluetooth on the Steam Controller. Here's how to turn it on".PCGamesN.Archived from the original on March 12, 2019. RetrievedNovember 27, 2019.
  23. ^Robinson, Martin (March 3, 2015)."Valve announces the Source 2 engine, which will be free to developers".Eurogamer.Archived from the original on September 3, 2017. RetrievedNovember 27, 2019.
  24. ^Devore, Jordan (June 1, 2016)."Valve has sold over 500K Steam Controllers".Destructoid.Archived from the original on June 2, 2016. RetrievedJune 2, 2016.
  25. ^Saed, Sherif (October 13, 2016)."The Steam Controller has sold nearly 1 million units".VG247.Archived from the original on October 13, 2016. RetrievedOctober 13, 2016.
  26. ^Van Boom, Daniel (June 1, 2016)."Building a head of steam: 500,000 Steam Controllers sold".CNET.Archived from the original on September 3, 2017. RetrievedJune 4, 2017.
  27. ^Graft, Kris (October 12, 2016)."Nearing 1M sold, Valve plans to boost promotion of Steam Controller games".Gamasutra.Archived from the original on April 7, 2018. RetrievedNovember 27, 2019.
  28. ^"Controller Gaming on PC".Steam. September 25, 2018.Archived from the original on October 12, 2019. RetrievedNovember 27, 2019.
  29. ^US 8641525, "Controller for video game console", published February 4, 2014, assigned to Ironburg Inventions Ltd. 
  30. ^Ivan, Tom (January 27, 2021)."Valve accused of patent infringement in first of its kind jury trial".Video Games Chronicle. RetrievedJanuary 27, 2021.
  31. ^Salvatore, Cara (January 26, 2021)."Video Game Giant Ripped Off Controller Patent, Jury Hears".Law360. RetrievedJanuary 27, 2021.
  32. ^Ivan, Tom (February 2, 2021)."Valve loses $4 million Steam Controller patent infringement case".Video Games Chronicle. RetrievedFebruary 2, 2021.

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