bin.pol.social

Korhaka, do gaming w I'm still in full denial, personally.

Just play different games. Sure the kids may have fast reflexes but they don’t have the wisdom to commit the number of warcrimes that an older gamer can in Rimworld.

supersquirrel, do gaming w I'm still in full denial, personally.

What? I don’t find that at all.

People are too stressed and exhausted to live at a basic level, that tends to impact their ability to game although sometimes it makes them even more competitive with the small amount of time they have… but no I don’t agree at all.

I am far better at video games than I used to be, admittedly I play a lot of them but that only makes my hand eye coordination locked in, the actually “being good” at games has little to do with that most of the time.

TheLeadenSea, do games w Day 359 of posting a Daily Screenshot from the games I've been playing

Those graphics are beautiful! What hardware are you running it on?

MyNameIsAtticus,
@MyNameIsAtticus@lemmy.world avatar

I was going to type it out but realized i could use fetch in my terminal to produce better results than anything i could type out. So here it is:

https://lemmy.world/pictrs/image/83707127-a730-4e8d-aef1-c1d35be3fe66.png

TheLeadenSea,

Thanks!

lysy, do wwa w PRZYWRACANIE POSIADANIA - VEGAN FOOD - BUŁGAR - FLYING HIPPO

ALE WEŹCIE TEGO CAPSLOCKA STĄD PROSZĘ NIE KRZYCZCIE /s

KolektywPrzyjazn,
@KolektywPrzyjazn@szmer.info avatar

szept przepraszamy ;c

mechoman444, do games w Pop it in your calendars

O no!!! I didn’t even buy subnautica one!!!

Tattorack, do games w Smaller rally/racing games I recommend you try!
@Tattorack@lemmy.world avatar

Would certainly recommend Drive: Rally for a fun, easy to pick up and put down arcade rally game.

I have it on my Steam Deck. Works well on it.

Aielman15, do games w Smaller rally/racing games I recommend you try!
@Aielman15@lemmy.world avatar

Japanese Drift Master seems interesting. I enjoy open world racing games ever since I fell in love with Test Drive Unlimited back in the days, but I can’t vibe with Forza Horizon because of the constant “Congratulations, you just drove 5 meters in this direction! Take this awesome car for free!” wherever you go. It completely robs me of the enjoyment of progressing through the game.

Wishlisted it, I’ll probably buy it as soon as I have some free time.

sk1nnym1ke, do games w Pop it in your calendars

Crosspost this on other communities and social media apps

Green_Mouse, do games w Pop it in your calendars
@Green_Mouse@piefed.social avatar

Yikes!

stupidcasey, do games w Pop it in your calendars

Gotta be honest, I would do the same and worse for 250 million dollars.

LostWanderer, do games w Pop it in your calendars
@LostWanderer@fedia.io avatar

I'm not particularly excited about this upcoming dumpster fire...Already took it off my Wishlist.

echodot, do games w The Steam controller was ahead of its time

The difference is that the Steam Deck actually uses fairly traditional controls. Two joysticks, face buttons, d-pad (not that anyone uses the d-pad), multiple back triggers.

This thing was been really weird with its three analogue inputs (how am I supposed to use three analogue inputs) and every other button was limited. It also existed in a world where I can just get an Xbox controller and plug it into my PC, and it just works, so what’s the point anyway?

This thing isn’t even particularly good at controlling the steam deck, which kind of proves the point that it never really made sense as a product.

JeeBaiChow, do games w Day 357 of posting a Daily Screenshot from the games I've been playing

I had the same reaction to the opening sequence of tlou1. I also broke in tlou2. Care to guess where?

MyNameIsAtticus,
@MyNameIsAtticus@lemmy.world avatar

I have a hunch lol. Idk much about Part 2 but i do know a certain someone dies

Rakonat, do games w The Steam controller was ahead of its time

I don’t think the idea was mature enough. Yes it did try to innovate and do new things but it also was trying very hard to be familiar to an audience that was never going to embrace change while not changing enough for a new audience to develop around it. I would compare it to the Dvorak keyboard, a device that offered only marginal improved efficiency and use while requiring the user to completely relearn from the ground up and have to fight muscle memory for those who used the popular medium it meant to replace. And in the end, most people said it wasn’t worth it.

I was initially intrigued by having buttons on the bottom of the controller, where your fingers naturally would be thus freeing your thumbs to stay on the pad/sticks. And imagine my frustration to realize those rear buttons are just extensions of triggers already on top. Huge missed opportunity imo that a redesign could have given dedicated buttons on the back of the controller to each finger and expand the possibilities for input combos a player can perform.

TL;DR I think the controller was a valiant effort to innovate but didn’t go far enough or do anything sell enough to stick.

atomicpoet,

Actually, those rear buttons are unique. They are not the same triggers and buttons. They are highly useful in FPS games for functions like crouch.

Rakonat,

On the steamdeck maybe, on the steam controller they are only r1/l1 buttons, I tried many times to change them and the software can’t different them

Persi,

This isn’t true, the back buttons on the steam controller can be mapped independently.

You are most likely misremembering, there are many controllers that do similar things to what you describe, but the steam controller isn’t one of them.

Willdrick,

No they weren’t. I used to play Elite Dangerous and the paddles were used as modifiers, so for example the left paddle held down would change all the face button inputs to distributing energy while the right pad would swap them to common cockpit functions (landing gear, fsd, lights…) Meanwhile both bumpers and triggers remained as a single function: yaw and weapon groups

dualpad,

I was initially intrigued by having buttons on the bottom of the controller, where your fingers naturally would be thus freeing your thumbs to stay on the pad/sticks. And imagine my frustration to realize those rear buttons are just extensions of triggers already on top.

My set up approach to having both my thumbs stay on the pads a majority of the time has been to set up a dpad modeshift with an inverted outer ring bind so clicking up, down, left, right, center output different inputs. And depending on the game I’d set up a chord so holding the left grip and clicking the right pad would output a different set of 5 inputs. And my right grip is set to jump so with the left grip chord function for 5 additional inputs on a right pad click if needed for a total of 10 that’s been my way of doing that.

So for like Doom Eternal I swap between weapons every shot to bypass reloading through the right touchpad. I like that approach better than using stuff like weapon wheels, which in some games actually slows down the actual gameplay and interrupts the flow.

woodenskewer, do games w The Steam controller was ahead of its time
@woodenskewer@lemmy.world avatar

I wanted to like this thing so bad. I tried it so many times I just cannot get used to the trackpad for anything beyond top down environment or platformers. Once I need a second joystick as an input it was game over.

Alwaysnownevernotme,

I had a setup for fromsoft games that activated the gyro when I touched the track pad. So I could swipe the pad for fast camera turns and use the gyro for fine aim. My steam controllers battery terminals were both damaged by cell bursts though. I miss the camera agility now.

dualpad,

How did you use the touchpad. My approach has been to adjust the sensitivity of the touchpad until an edge to edge swipe does a 180, and for gyro having a 90 degree rotation of the controller do 675 degree rotation in game for first person and 450 degrees for third person. Made it a consistent aim experience no matter what game I played as long as the mouse input in the game was good and didn’t do things like emulate a joystick causing negative acceleration.

And for the right touchpad I set a dpad modeshift with an inverted outer ring bind so clicking up, down, left, right, center output different inputs so I didn’t have to reach down to the facebuttons as often. And depending on the game I’d set up a chord so holding the left grip and clicking would output a different set of 5 inputs.

And I just saved the template so I didn’t need to set it up all the time.

Liked it for Doom Eternal, since I could activate gyro, swipe the camera to quickly turn, and click to swap between weapons every shot to bypass reloading all on the right touchpad.

And pvp games like The Finals clicking the right pad to switch through gadgets and using the touchpad to quickly turn and activate gyro, and not feeling like my inputs were too slow versus mouse users. And not having to bother with aim assist.

noobdoomguy8658,
@noobdoomguy8658@feddit.org avatar

And pvp games like The Finals clicking the right pad to switch through gadgets and using the trackpad to quickly turn and activate gyro, and not feeling like my inputs were too slow versus mouse users. And not having to bother with aim assist.

Mind sharing the setup, please? I’ve played The Finals on my Steam Deck and gave the trackpads+gyro a fair try, but couldn’t land a scheme that made me really comfortable and let me perform well at the same time - lots of unintentional clicks as well as not pressing shoulder buttons to activate the modifier.

Having a trackpad act like a touch-sensitive dpad with gyro felt very close to perfect, though. Just couldn’t tweak the entire scheme well enough.

dualpad, (edited )

I uploaded the config for the Steam Controller with the name “Dualpad with Gyro Updated…”

Problem is that if you try to use the config on the Steam Deck I don’t think it’ll work the same way, since on the Steam Deck trackpad click is set up through soft press as opposed to the physical click that the Steam Controller uses.

I did play around with trying to set up something similar in the past on the Deck touchpads and did it through action layers instead of mode shift. Set it up so that clicking the touchpad switched to the action layer where the touchpad was set up as a dpad that I had stuff mapped too, and release press removed the same action layer to return back to the default action set.

imgur.com/…/steam-deck-dpad-modeshift-workaround-…

But, when I did this workaround modeshifts weren’t available in the current UI yet, so maybe a normal dpad modeshift setup would work on the Deck pads now. This was how I set it up in the old Steam Input UI youtu.be/4vN1Jj7EPZk. If not then action layer approach is the other method.

Update: so I decided to try it on the Steam Deck and I was able to set up a dpad modeshift on a pad click and even get the chord function to work so the inputs change if I hold one of the left back buttons. Only issue is I couldn’t find a way to adjust the pressure required to register a click for the touchpad when it came to the modeshift pad click.

noobdoomguy8658,
@noobdoomguy8658@feddit.org avatar

Thanks for the explanations and demos!

Yeah, I find myself gravitating towards this kind of setup every time I want gyro and (at least) five more buttons on one of the trackpads. Kinda glad to see I’m on something that seems to have some proven record.

Can’t wrap my mind around the difference between modeshifting and action layers, though. The former seems much easier to use, but somehow doesn’t work that consistently for me, so yeah, I end up doing what you’re showing.

Were you yourself ever able to adjust to this kind of scheme on Steam Deck? It seems to be working well for me for some time, but there’s moments when I somehow get lost in the inputs despite knowing them to a degree that I don’t have to think about them at all.

Some games doing a poor job at mixed input doesn’t help either: things like prompts rapidly switching between that of MKB and controller, or the game not allowing you to switch on the fly, etc.

dualpad,

Can’t wrap my mind around the difference between modeshifting and action layers, though. The former seems much easier to use, but somehow doesn’t work that consistently for me, so yeah, I end up doing what you’re showing.

Action Layer

So action layers is like a copy of your default controller config that you can switch to and have the changes you want made to it. Example of how I use this in the Finals is when I play light I have it set up so left touchpad click is dash/grapple compared to the default config I use for medium and heavy where left touchpad click is crouch as opposed a specialization. I switch between my light and medium/heavy controller set by holding down the select button. Action Layer is similar and I’ll use it for temporarily switching between configs. Example is if I hold down the left bumper going to an action layer where my right trackpad is outputting a right joystick to make selecting from the conversation wheel easier and when let go reverts back to the default where right trackpad is a mouse.

Modeshift

Modeshifts are similar but more reliable when it comes to in game actions. So use cases of modeshifts might be having the trackpad when clicked modeshift into a dpad, and it’ll revert back to a regular trackpad afterwards. Or when the left trigger is fully pulled it modeshifts into a different gyro sensitivity that is lower than what the gyro is normally, which comes in useful if a game doesn’t offer aim sensitivity adjustments for ADS.

Chords

Chords are similar to modeshifts and I use them to add on additional functions on top of the modeshift. Like if I have the trackpad modeshift into a dpad on a click with the inputs 1,2,3,4 mapped to it. Then I might set up a chord, so that when the left grip is held and the trackpad is clicked the inputs are 5,6,7,8. Or in some games like the Finals sprinting can take you out of ADS and I bind the sprint button on the outer edge. So I’ll set a chord so that when I am holding down the left trigger to aim the outer edge become an empty bind so I don’t take myself out of aiming by accident. If you find yourself accidentally triggering things on the dpad modeshift you can set up a chord that returns an empty bind to help. Like in the Finals I found myself sometimes accidentally reloading (left click) or meleeing (center click) on the touchpad when I was firing a gun and interrupting it during tense moments, so I set up a chord so that when I am holding down the right trigger the left click which normally outputs reload and center click which is melee turns into an empty bind that outputs nothing.

Were you yourself ever able to adjust to this kind of scheme on Steam Deck?

As for the Steam Deck and fps. I find myself playing more hack and slash and platformers on the Deck, since I haven’t found the touchpads ergonomic for my hands. I’ve found the touchpad experience feels like a downgrade compared to the Steam Controller touchpads, since the location is better on the Steam Controller. I also found the concave circular shape of the steam controller touchpads to be more consistent when it comes to swiping the camera to turn 180 as shown in this demo. With Deck I found I was only able to replicate it adjusting the rotation until it went from corner to corner, but did not find it comfortable. So I stick to joysticks on the Steam Deck.

Some games doing a poor job at mixed input doesn’t help either: things like prompts rapidly switching between that of MKB and controller, or the game not allowing you to switch on the fly, etc.

Yeah that has been an annoyance for a long time. And even worse when there is no mixed input support. When that happens if the game allows sprint and walk to be set to a hold as opposed to a toggle I will use soft presses to set up a pseudo analog experience.

noobdoomguy8658,
@noobdoomguy8658@feddit.org avatar

Wow, thanks for such a detailed response! Really helps me see it now. I think I just often used Action Layers instead of Modeshift in many cases, blurring the line between the two in my mind.

Chords sound amazing. When I use the trackpads in The Finals, I often press them in doing certain things (especially on the modifier button layout) and mess things up. Somehow it never occurred to me that I could just disable some actions during specific scenarios. The sheer ability to do that is a long known fact for me, though, so I’m ultra confused as to why I didn’t include that in my config.

Thanks again, it all really helps!

dualpad,

Yeah, chords are very powerful for fixing a lot of issues. Especially for mixed input since some weird things can occur. My favorite fix is for Red Dead Redemption 2 where left stick click when mouse input is detected caused the game to enter Dead Eye. So I solved it by setting up a chord so that when I am touching the right touchpad ‘L3’ becomes ‘Ctrl’, which let me enter crouch without dead eye being activated.

lemmy.world/post/3533396

noobdoomguy8658,
@noobdoomguy8658@feddit.org avatar

I’m probably going to have to create multiple configs to play around with. So much to experiment with so much variety.

Thanks for sharing all this! Super happy to see that my months of tinkering didn’t exhaust the possibilities that Steam Input provides.

Crazy to think how much Valve has done for gaming and tech being just one company with arguably not that many people working there; especially given the rumors of extreme freedom in terms of what the employees can focus on.

  • Wszystkie
  • Subskrybowane
  • Moderowane
  • Ulubione
  • test1
  • FromSilesiaToPolesia
  • fediversum
  • esport
  • rowery
  • tech
  • krakow
  • muzyka
  • turystyka
  • NomadOffgrid
  • Technologia
  • Psychologia
  • ERP
  • healthcare
  • Gaming
  • Cyfryzacja
  • Blogi
  • shophiajons
  • informasi
  • retro
  • Travel
  • Spoleczenstwo
  • gurgaonproperty
  • slask
  • nauka
  • sport
  • warnersteve
  • Radiant
  • Wszystkie magazyny