Thank you for making this video, its great. Didn't know the game's so deeply integrated with Steam Input. A few reviews mentioned you can't remap buttons on controllers but that's just flatout wrong.
It makes me wish more games used Steam Input API. Most developers don't cater to so many controller types and stick with just Xbox controllers or PS controllers with the USB limitations. Valve has actually created a solution for the vast majority of controllers out there but most developers ignore it.
Someone who really understands the Steam Input API, what a good implementation is, and how to showcase it. Amazing work man, I'd love to see more of this from you. Please try to send this to Nixxes Insomniac so that they might improve the implementation!
Thank you a lot! A lot of people don't consider the potential Steam Input has on games, this makes the Steam Deck the most polyvalent handheld and controller (?) out there, I'm burning myself in desire to test all this little things for myself when it arrives, it seems like a lot of fun :D
I know it didn't show the Switch icons, but when you played with the Switch Controller, did it work just as well as anything else? I only have Nintendo consoles so I don't wanna buy a new controller just for this game and I'm hoping my Switch controllers will work.
Usually when I see games utilizing this with the special button mapping instead of letting us configure it like normal then it sucks really bad but this actually looks pretty good. Still bad the steam controller gets shafted but it is really good for the other controllers even the deck. You say they are using the same glyphs from the Steam Deck but if that was the case they would have use the same ones for the trackpad and then the back buttons could be L4/R4 but they screwed the pooch on that one. The only thing you didn't test was a generic controller from the olden days when they were labels 1 2 3 4 5 6 7 8 8 9 10 11 etc. I'd be shocked if they had proper glyphs for that.
There was one big issue with the steam controller or more specifically the camera movement setting, Whenever in combat it doesn’t actually move the camera unless you turn off combat camera in the in game gamepad settings. It also made some of the puzzles undoable like the one where you play as Mary Jane in the museum, I had to reach over to my mouse to complete that unless you use mouse joystick.
Wait why can't you configure all the graphic settings and stuff in the game? Modern games normally let you do it in the menus rather than having to have a configuration window open up befor the game.
@@Moskeeto I saw from my limited time looking that the same thing happens in Tomb Raider from 2013 where the setting are both in game and in the launcher. You have to tell the game to skip the launcher though by unchecking a box. (You then have to hold control when starting the game to bring it back)
Very good Steam Input implementation. I haven't played many games that implement Steam Input like that, do you need to enable it somewhere? I ask because recently I decided to try out the Dota 2 controller support and was shocked to see that they opted to go for XInput controls. Its annoying because I really hate the layout they went with, and if I change it, all info displayed in the UI is wrong. I'm sincerely hoping that its an error on my part, because if even Valve games don't bother with it, why would other developers care. Imo they need to lead by example on this.
Dota 2 has always been designed to be mouse and keyboard first. Controller support for it is in really early testing phases so they are going with a simple Xinput implementation for now. Valve games that do it well are Portal 1 and 2, Half-Life 2 and Episodes, CS:GO (kinda), and Left 4 Dead 2. TF2 also has it but it's pretty bad, imo. Other games that do it well are Prey (2017), Days Gone, Spin Rhythm XD, American Truck Sim and Euro Truck Sim 2, No Man's Sky, and Rocket League (Steam version, of course).
Your steam controller trackpad issue is why I only ever use mouse and keyboard inputs on it cos it's way faster that way. Trying to emulate a normal controller with it always sux in my opinion.
you words kind of ran together in the beginning.. you say that launching Spider man in steam deck picture mode or is it steam deck BIG picture mode launches the game and skips the pc launcher.. basically how do you do this? I cant figure out how launch in Big Picture Mode
@@insertnamehere4419 you can't disable steam input or the controller stops working. That's Valves way of trying to convince you to keep steam installed on your computer. Want to play a GOG game? Have to add it to steam as a non steam game or your controller won't work.
i have problem using my fake DS3 emulated either as XBOX or DS4 it still cant move in all directions only four same goes for camera and i tried another 1$ gamepad emulated As XBOX still same issue i am going insane i never encountered this problem in any game
You're supposed to map the game actions, not the gamepad buttons. Map "throw environment combo 1" and "shoot gadget/throw environment combo 2" to the button you want to use.
@@fsxspen worked for me. I mapped it to a grip button. Keep in mind the game expects you to hold that button combo for a bit. So whatever you mapped it to, hold it down long enough to register. If you want to make it work with just a tap, you can add a fire end delay that lasts the duration the game expects you to be holding the button down.
Thank you for making this video, its great. Didn't know the game's so deeply integrated with Steam Input. A few reviews mentioned you can't remap buttons on controllers but that's just flatout wrong.
This is why I prefer steam over epic.
This is the main reason I make sure to get all my games on Steam. It's the only platform that actually caters to my controller preferences.
This is pretty impressive. I didn't know this game had this many controller support options.
It makes me wish more games used Steam Input API. Most developers don't cater to so many controller types and stick with just Xbox controllers or PS controllers with the USB limitations. Valve has actually created a solution for the vast majority of controllers out there but most developers ignore it.
Someone who really understands the Steam Input API, what a good implementation is, and how to showcase it. Amazing work man, I'd love to see more of this from you. Please try to send this to Nixxes Insomniac so that they might improve the implementation!
Great video! We need more games with steam input.
Thank you a lot!
A lot of people don't consider the potential Steam Input has on games, this makes the Steam Deck the most polyvalent handheld and controller (?) out there, I'm burning myself in desire to test all this little things for myself when it arrives, it seems like a lot of fun :D
Very informative, you know your stuff.
Your videos are great
Hi Deckspert! Fan the deck sent me over here!
Welp... Today I learned something new about that icon change thing
I know it didn't show the Switch icons, but when you played with the Switch Controller, did it work just as well as anything else? I only have Nintendo consoles so I don't wanna buy a new controller just for this game and I'm hoping my Switch controllers will work.
Yep. It works great!
Usually when I see games utilizing this with the special button mapping instead of letting us configure it like normal then it sucks really bad but this actually looks pretty good. Still bad the steam controller gets shafted but it is really good for the other controllers even the deck.
You say they are using the same glyphs from the Steam Deck but if that was the case they would have use the same ones for the trackpad and then the back buttons could be L4/R4 but they screwed the pooch on that one.
The only thing you didn't test was a generic controller from the olden days when they were labels 1 2 3 4 5 6 7 8 8 9 10 11 etc. I'd be shocked if they had proper glyphs for that.
Steam Input reports generic controllers like that as an Xbox controller to games so those are the glyphs that would be shown.
There was one big issue with the steam controller or more specifically the camera movement setting, Whenever in combat it doesn’t actually move the camera unless you turn off combat camera in the in game gamepad settings.
It also made some of the puzzles undoable like the one where you play as Mary Jane in the museum, I had to reach over to my mouse to complete that unless you use mouse joystick.
That's very interesting. Thanks for the info.
Wait why can't you configure all the graphic settings and stuff in the game? Modern games normally let you do it in the menus rather than having to have a configuration window open up befor the game.
You can configure the graphics settings in game, actually. That's why I'm glad the launcher is skipped when using a controller.
@@Moskeeto I saw from my limited time looking that the same thing happens in Tomb Raider from 2013 where the setting are both in game and in the launcher. You have to tell the game to skip the launcher though by unchecking a box. (You then have to hold control when starting the game to bring it back)
Very good Steam Input implementation. I haven't played many games that implement Steam Input like that, do you need to enable it somewhere?
I ask because recently I decided to try out the Dota 2 controller support and was shocked to see that they opted to go for XInput controls. Its annoying because I really hate the layout they went with, and if I change it, all info displayed in the UI is wrong.
I'm sincerely hoping that its an error on my part, because if even Valve games don't bother with it, why would other developers care. Imo they need to lead by example on this.
Dota 2 has always been designed to be mouse and keyboard first. Controller support for it is in really early testing phases so they are going with a simple Xinput implementation for now.
Valve games that do it well are Portal 1 and 2, Half-Life 2 and Episodes, CS:GO (kinda), and Left 4 Dead 2. TF2 also has it but it's pretty bad, imo.
Other games that do it well are Prey (2017), Days Gone, Spin Rhythm XD, American Truck Sim and Euro Truck Sim 2, No Man's Sky, and Rocket League (Steam version, of course).
Your steam controller trackpad issue is why I only ever use mouse and keyboard inputs on it cos it's way faster that way. Trying to emulate a normal controller with it always sux in my opinion.
you words kind of ran together in the beginning.. you say that launching Spider man in steam deck picture mode or is it steam deck BIG picture mode launches the game and skips the pc launcher.. basically how do you do this? I cant figure out how launch in Big Picture Mode
I'm using Big Picture Mode on my desktop PC with a controller connected. That skips the launcher. The Steam Deck also skips the launcher.
how did you get the switch controller to ever register? ive relaunched the game in big picture so many times and i just cannot get it to work at all.
It just worked for me out of the box.
Meanwhile "Steam Input" is precisely why you'd get question marks in game instead of proper button prompts.
Would be cool if you could change it back to the default Xbox prompts but oh well.
@@bland9876 not sure what you mean. Disable steam input, and button prompts should be correct depending on controller used.
@@insertnamehere4419 you can't disable steam input or the controller stops working. That's Valves way of trying to convince you to keep steam installed on your computer. Want to play a GOG game? Have to add it to steam as a non steam game or your controller won't work.
i have problem using my fake DS3 emulated either as XBOX or DS4 it still cant move in all directions only four same goes for camera and i tried another 1$ gamepad emulated As XBOX still same issue i am going insane i never encountered this problem in any game
Don't really know how to help you there. I only use first-party controllers.
I cant get R1 and L1 to map to one button and activate? Any ideas?
You're supposed to map the game actions, not the gamepad buttons. Map "throw environment combo 1" and "shoot gadget/throw environment combo 2" to the button you want to use.
@@Moskeeto Tried that, must be a bug.
@@fsxspen worked for me. I mapped it to a grip button. Keep in mind the game expects you to hold that button combo for a bit. So whatever you mapped it to, hold it down long enough to register.
If you want to make it work with just a tap, you can add a fire end delay that lasts the duration the game expects you to be holding the button down.
@@Moskeeto Ill try again, Im using a steam deck. Did you map both environment buttons to one button?
@@fsxspen Yes. I mapped both the actions I mentioned to a grip button. Then holding the grip button activated the item throw command.