"it's probably the worst supported valve-made games, bar ricochet. and team fortress 2 but no one cares about that one" you were out for BLOOD today jesus
"CSGO seldom gets updates" Nevermind the improved clipping, surround sound, hit reg, netcode, panorama UI, bot support, trust factor/VACnet/prime status, performance, map rotation, new gamemodes/weapons that nobody plays/uses and all other improvements he has to document every month in his videos. CSGO dont even feels like a source game anymore with all its fixes and additions. Its so unfair that it gets all the polish simply because it makes the competitive money. Especially when its community dont appreciate it.
Thanks for the shoutout! I did already mention this in my video, but I highly recommend binding a button to pause the gyro when held down. You can do this in CS:GO as well via the Deck's control menu. It makes things SIGNIFICANTLY less awkward. Imagine using a mouse, but never lifting it off the pad. Without lifting the mouse off the pad, you often have to choose between having the mouse in a comfy position or retaining the direction you're looking at. This can be a little annoying, especially when your mouse is right at the edge of the mousemat. That's why we value the ability to lift the mouse. A similar problem can happen with gyro if you're not careful, so having some way to pause gyro can get around this. It'll require even more learning on your behalf, but it gets the job done.
You might already know this, but for anyone else seeing this, you can make it so the gyro aim stops when you touch one of the joysticks or trackpads. By default (in the control templates, not necessarily for any specific game), gyro is active when you touch the right joystick or right trackpad, but I find that awkward. And yes, I mean touch. The joysticks have built-in touch sensors on their faces.
@@SolarLight Why you here? Philip said that csgo is last supported game after ricoshet and tf2 but no one cares about it. He offended us ;-; "Yes this is a ironie" Btw remember me? Ye i'm annoying Hope ya had a good day lad
The thing about L2 being used for aiming, crouching and walking: IIRC walking and aiming is triggered by pulling L2 *halfway*, while crouching is activated on a full press. In the Steam Deck controls menu, the L2 symbol that's only half shaded in represents a half pull
@@3kliksphilip it's all good, I don't think it really makes it clear what the different versions of the L2 and R2 symbols mean lol. Besides that, I do agree that the default controls for CS GO on controller/ Steam Deck is not the best
@@cheepdude97 It's a side-effect of Steam Controller, since Steam Input system (which Steam Deck uses) got their start there. The ideal with the two buttons icons is that: 1. The "Full Pull" (the full shaded color) is meant to represent as a Digital Press aka pulling the Trigger all the way down. 2. The "Soft Pull/Analog Pull" (the half shaded color) is meant to represent as an Analog Pull aka pulling the Trigger half-way. If you use a Steam Controller or Gamecube controller before, then you'd be familiar with it. But with any Controllers that don't have a Dual-Stage trigger system (like Steam Deck's), you get the same "Dual-Stage trigger" setup minus the Click. but on a Nintendo Switch Controller: you'd always get a Digital Press setup regardless. While BPM (aka the old symbols used in CSGO and various Steam Input API-supported games)'s version of the button prompts indicates it better (and the Digital Press version adds a visual circle thingin), I think the Steam Deck/new Glyph may need some minor revision to better indicate it.
"Though I'm sure there's someone out there who's willing to prove me wrong about this" I love how true is that phrase on the internet for literally everything. People are wild about how far they can go and push the limits, perfection.
Pardon the nerd mode here. I wonder if the different touchscreen behaviour comes from how the Steam Deck switches between something called "display compositors" in the Linux world; very simply put, something that handles input and composites the image, then renders it on your screen. When using the Steam Deck interface, it's using a compositor called "Gamescope", which is tuned for playing games on. It can also fake a monitor resolution and refresh rate for a game, to run at a resolution other than native. SO useful for old games! The entire Steam Deck interface uses this compositor. Switching to desktop mode, it turns off Gamescope, and starts using KDE Plasma's "KWin" compositor, tuned for regular desktop use with a mouse. Maybe KWin ignores whatever "mouse" input the Gamescope compositor sees when tapping the screen in different spots. You can actually use Gamescope with Steam games in desktop mode, especially useful for desktop Linux computers. It requires modifying the launch options for a Steam game. Example: "gamescope -w 1920 -h 1080 -W 3840 -H 2160 -r 60" and end it with " -- %command%" To explain these launch parameters, first it calls gamescope, then with -w and -h sets the output resolution. -W and -H dictate the resolution the game sees, while -r 60 limits the framerate to 60. This would render a game at 4k, but output it at 1080p for some delicious supersampling action. "--" is used to to signify the end of options (-options) in Bash, and continue reading the rest of the line as new commands separate from the previous. Otherwise it'd think %command% was an option for Gamescope, but that's what Steam uses to launch a given game. The documentation is here: github.com/Plagman/gamescope So in a nutshell, if you launch CS:GO through Steam in desktop mode, with "gamescope -- %command%" as the launch parameters, perhaps it'd exhibit the same behaviour. Is this important to know? No not at all, I just wanted to point it out because I have too much free time.
Thank you for sharing this, have a friend who is trying to get me to try upscaling and I thought it'd be hard to set up in Linux. This is surprisingly elegant and apparently works for all games, not just CS:GO. Would recommend trying it out to any Linux users who see this
@@TheAxb993 And not just Steam either, to add to that! In fact, I don't even have Steam. It's a systemwide treat. Another use case is running games in native resolution on HiDPI displays, because Gamescope obviously doesn't inherit the DPI scaling of other compositors such as KWin.
3:18 I figured out why L2 is used for all three of those actions and how it's supposed to be a 4D move: You CROUCH when you hard press the trigger all the way down. You WALK and SCOPE when you lightly press it partway down. This is still bad because you cannot walk without scoping with scoped weapons but at least you can scope without crouching this way. I do like having "crouch" and "walk" on the same easy to press button though. I just rebound scope to R1... but then rebound it to use the legacy "mouse 2" binding instead of the "Scope (toggle)" action because it's bugged and sometimes forgets it's supposed to be toggle and not hold.
The touch screen is really good for tapping the gboard. And With multiple controls it would also be terrifying trying to find the best comfortable controls to use
Mate I dont know how/where you got so good on these videos... no boring intro, no boring outro, no time wasted... and you can easily pull off an ad keeping the same flow of the video.. I dont even play CS anymore, yet.. here I am... Nicely done! cheers!
When I used to play Splatoon on the switch/Wii U. The GO TO controls for high level play was gyro controls I have no idea how good they are on the steam deck but on the switch they were great and very fluid feeling the most like a mouse you should try if you ever wanted to know.
15:21 - regarding input latency at uncapped FPS. It occurs when your GPU is oversaturated (99% usage) and is exactly the sort of thing NV Reflex tackles. It's normally observed when running high resolutions OR having powerful-enough CPU that you don't get bottlenecked by it (which would be a good thing). Pushing GPU to 99% should always be avoided, instead it's best to cap FPS at reasonable amounts (at 200 for example) using in-game limiters, or incidentally by simply having a weaker CPU. External fps limiters add a bit of latency as well, but not as much as suffering 99% usage. An example to make it simple: - CSGO at capped 60 fps, GPU at 58% usage -- decent - CSGO at capped 180 fps, GPU at 78% usage -- excellent - CSGO at uncapped 378 fps, GPU at 99% usage -- rubbish A youtuber battle(non)sense did a few videos on this topic a while back, with benchmarks and such, worth checking out.
You never want your cpu to be the limiting factor or the bottleneck, that's what's going to cause latency and stuttering not your gpu. Unless it's something specific to the source engine causing this, much like the ~180fps limit in gta5.
Came here to post this. The notion that uncapped is "always better" is such a misconception. Also I find a lot of the people that DO say and TEST this type of thing are running top-tier hardware on low settings so GPU usage is sitting between 20-80% GPU usage anyway (depending on the game), so they don't suffer from the added input lag and their testing tools don't pick up on it.
@@AL2009man _2 days later_ " Here are 50 sets with varying numbers of elements. 40 of them are from a Steam Deck using hybrid motion and 10 were made using third party scripts. Calculate their derivatives and show which ones could only be made by third party scripts.
I've tried Stick-Flick on a steam controller and par the thing desyncing in terms of what it considers level it's a really great way to play with a controller
Yeah, I love it on my PS5 controller. For desync, steam deck/controller is even better as you can let go of the capacitive joystick/touchpad (or vice versa) to adjust
Flick stick + Gyro aim is actually viable if you sink the same hours as you do with keyboard and mouse my mind was changed by Mr. Demoknight TF2 who played semi-pro highlander on a PS5 controller and the casters thought he was hacking because they had no idea how he was doing 90 and 180 degree flicks on a controller or in general.
@@speedstyle. I prefer a "press to stop" rather than "hold to use" as otherwise there's no way to press face buttons while aiming which is a HUGE plus. So touching the trackpad stops the gyro for a re-adjust, while meanwhile the trackpad itself is in trackball mode allowing even further corrections like a swipe before lifting off and going back to gyro aiming.
@@RedlinePostal There will be a "Gyro Suppress" and "Gyro Toggle" in the next release. These can be stacked on any other button. Default will be the Right Stick Click, which also has a "Reset Horizon" action on it. You can add/remove to your preference in the Steam Input binding system.
As a somewhat experienced controller player, I can give some advice on modifications, especially on aiming. A lot of competitive controller players use different X and Y sensitivities. They generally have the Y sens lower than X. You generally don't need to compensate the Y sens as much as X sens, so it's better to have the Y sens lower than X. There is a thing I call "left stick aiming". If your vertical cross-hair placement is good, and the enemy is very close, but not exactly on your crosshair, then you should use your left stick to move yourself, so that the enemy is centered. You may not be able to do this in every situation(like holding an off-angle), but R6 maps were fit to do this. If you have multiple ways of aiming, then you should have three levels of aiming. One should be very high that should be used when you are going to spin a lot. One should be the medium, the one that you are mainly going to use, the one you are going to improve upon. One should be the lowest, which you are going to use for very fine adjustments. As far as I understand, right analog stick has a very weird way of aiming. If I had access to deck, I would probably try to use the right analog in the legacy, usual mode, if you have access to there is. And I would use the gyro to compansate for sprays, which would feel more precise. I would use the right analog to mainly aim with. And I would modify the touchpad to aim fast, to be used when you need 180. I don't know whether modifying this much is allowed, but in theory, it seems okay-ish
@@R3DCODE theres a reason why they only plan to sell the Steam Deck through the steam store and not on retail, most people buying a steam deck in the first place are experienced gamers within Valve’s ecosystem and probably have experience with tweaking
@@R3DCODE It's easier in practice. To be fair, it's very hard to become good in controller, and your muscle memory dies in merely a week. It isn't like that in Keyboard&mouse. You'll hit the same level in, at max, a week of playing. While it'll take at least a month to even become decent with a controller after becoming rusty
@@Dapplication To be perfectly fair, you need hundred of hours to be able to perfectly flick on a mouse and keyboard too. Muscle memory won't die instantly tho. I haven't played on a controller for years, but occasionally, when I'm at my friends house it takes 15 minutes to be back at the levels I was back in the day. Ofc, the finest accuracy will be lost when out of practice, but it isn't something you forget easily if you have done it for a lot of time. And the same goes for a lot of physical motions too, be it simracing or playing a musical instrument, memory can be recalled, it just takes a while depending on how much time has passed without practice. I disagree that getting on peak level on M&K will take a week, it often takes months of constant practice to be able of snap accurate aiming.
@@R3DCODE My wording was quite unclear, and it's on me to blame. I of course didn't mean getting to peak level would only take a week with M&K, what I meant was it would take a week to get to the level you used to be with an M&K. With controllers, it's very easy to become a trash player, especially if you played some other games with the same controller. It takes a lot of time to get back into the high levels with the controller, and I am constantly reminded of this when I play games with controllers.
I made a video from 2015 playing CS GO with the Steam Controller. There was a lot of learnings from doing that, and I can't image the experience being worse than that. After looking at your video here, I took a look at that video and one thing that made it relatively reasonable to aim was creating a "shift mode" (what it was called in the Steam binding manager) for aiming. Basically, when holding down another button, your settings change for a given control. In my setup, I made the ring finger button behind the controller the "shift" key that would change how the right touchpad worked so I could have more precise aiming as I needed it. I equated this to a kind of ADS mode (aim down sights) for CS GO, which I'd normally be against but seemed fundamentally necessary when trying to touchpad aim with the controller. I'd assume you'd need to do something similar to make it usable for the Steam Deck. The "flick stick" setting you mention seems like Valve's attempt to do something similar to this idea but for the joystick, which seems pretty interesting.
The reason flick stick isn't the default stick control is literally my fault lmao I suggested to the dev to not use it as default because crosshair placement is difficult if you use flick stick (I'm a world record gyro holder btw so it's not like I'm inexperienced)
Don't worry! Consider this a testbed. It was meant as a short term experiment to get people to be aware of it. But I could be convinced to make it default, again - People who prefer conventional aiming would at least be driven to the correct game options screen in order to fix it, and discover all the other tuning options available (in theory). It is, admittedly, a bit confusing to have multiple ways to enable flick stick, and hopefully in the future we'll be collapsing them better.
9:47 um...are you aware there's a in-game version of Flick Stick that you can find in the in-game settings? It's not removed, they just default back to conventual aiming (as a result of user feedback) and you can turn it back in if you like. I recommend that, as in-game Flick Stick has more settings than the Steam Input configurator one (since it's emulating as a Mouse-like Camera input and all)
I'm pretty sure the steam deck has dual-stage triggers, and the icon in the bindings page suggests that scope(+walk) requires a half press, while crouch requires a full press. Try squeezing the trigger very lightly instead of all the way down ! EDIT: nvm i just noticed someone else told you already. My bad ! Cool video otherwise !
Touchpad & gyro is also pretty good. Shame you didn't touch upon this combo. The joysticks are capacitive as well, though I still recommend the former. As for the flick stiff stuff and Overwatch, people have been playing CSGO with that control scheme for a while already on the Steam Controller and other gyro capable devices.
He assumed the trackpad can't be used because it's not in the game settings which means he never bothered to touch Steam Input which is where you're supposed to customize your controls for CSGO.
@@Moskeeto he uses steam input to change the behavior of the right joystick as a flick stick in the video... If he didn't give Steam Input a second glance after that, there's no hope.
8:19 This was an awesome feature on the Steam Controller, so I'm glad it's on the Deck. That trackpad plus a flick stick is surprisingly good, rivalling (though not beating) a mouse. Flick stick plus gyro, anyone? My main issue with gyro control is that it always has such a wide margin for movement. I can't rotate my hands 90 degrees to the left, thanks (probably better on a Deck, I've only experimented with normal controllers lol). Turning up the gyro sensitivity helps make it more usable. 15:15 40 would give me a headache, sadly. I legitimately can't go under 60 unless it's something like Xcom :( 15:26 That's the weirdness of Vsync. I found similar results in Payday 2 - Vsync reduced mouse responsiveness (noticeably) but it felt better to me. idk.
I remember a video by SolarLight using gyro aim and flick stick in TF2. Need time to get used to but it's definitely playable and could rival standard mouse keyboard setup.
40 FPS is a lot more tolerable than you'd expect it to be when you're playing on a controller (which makes the extra input latency a bit less noticable than on mouse and keyboard) on a screen that's actually running at 40Hz. 40 FPS on a 60Hz screen is pretty terrible because the mismatch between the framerate and the screen's refresh rate means you either get awful screen tearing or super inconsistent frame times, but having it actually output at 40Hz (the Steam Deck can do anywhere from 40Hz to 60Hz now) makes it feel dramatically smoother than they seem like they'd be.
@@MadmanEpic 30 FPS also gives me a headache. It's frametimes that does it, not mismatched refresh rates. As for Payday 2 on the Deck, I don't have a Deck so I can't say. I assume it'll work decently, might need to mod it with something like Think Faster or FSS to alleviate CPU bottlenecks.
Your schnoz on that mouse skin looks like it should be an extra button...........and great respect for the PDSA. Even if my dog didn't come home from the visit, he was 13 and had become ill over a 2 or 3 day period. We couldn't afford to take him anywhere else at the time so we took him to the PDSA. He got examined, the vet noted down some things on the computer and then excused herself to talk to a colleague. Me being me, I looked at the computer screen and saw the notes, "jaundice of the eyes, weakness, loss of muscle mass" and i knew coupled with the fact that he had been puking with some dark, condensed clotted blood it was a liver problem (from some old online research). I knew at that moment he wasn't coming home. She returned with her colleague, who was the head vet, and explained he had liver failure, and the only options were.....euthanasia or medication which would only prolong a painful life for a short time. We chose euthanasia, it felt like the kindest thing to do even if it did almost kill us. I was 21 at the time and am now 2 more generations into dog owning, The following family dog is now 15 and going strong, and i have 2 dogs of my own (couple of patterdale brothers) and have insurance. The insurance hasn't benefited me one bit, it initially costed £22 a month on signup as a package for both as pups. I took them in for some skin and eye problems which the vet "couldn't identify" so threw me some anti allergy tabs and eye drops whilst charging me 80 quid per dog which is the exact limit on when my insurance kicks in. Add to that both dogs got the exact same medication, except one got a weeks dose of antibiotics. Still £80 per dog....... I have never received anything in insurance or been able to claim any since its always under the limit for claiming............but I'm now paying £45 a month for the pair, with no claims and paying cash at the door. Big rant, but, i appreciate charities when it comes to welfare, not just for animals, but for anything because the people involved have no incentive other than their care for the cause.
Gyro really makes it work, even if you are using traditional knob aiming. Set the knob sensitivity high so you can turn around quickly, but use the gyro for finer aim. It does get pretty decently close to mouse-like aiming. The idea is you use the stick to whip around quickly and then the gyro for your actual aiming at the target. I got comfortable with this aiming scheme in only a few hours with a PS5 controller and found it applicable to pretty much any FPS. Once you are used to doing most of the aiming legwork with the gyro, THEN you can swap the stick to Flick Stick so that you can check your back instantly.
@@Lead_Foot I thought it would be an issue before getting the Deck but not after actually using it. Your eyes tend to automatically stick to the crosshair and it doesn't feel disorienting at all.
I used to play Unreal Tournament on the playstation 2 with a mouse for aiming with the controller left analog stick for movement and L1 jump, L2 crouch and L3 would be good for walking. I was playing Unreal Tourney, Quake 3 and CS 1.0 at the same time, to this day I still think it was the most comfortable and ergonomic set ups for playing a FPS.
Great video! Interesting to see the Steam Deck from the perspective of a CS player. I'll share some of my thoughts on how I think the device should be configured to aim. Just so you know where I come from on this, I pretty much grew up with both PC and console gaming, but never quite liked using K/M. Played about 1.5k hours of CS:GO on K/M (max rank was the first eagle thingy). When the Steam Controller came out I gave it a proper chance to see if it was capable of finally replacing K/M for me, and it did. Quick note on the default controls: Holy shit, what a mess. It baffles me how Valve can make the best controller configurator ever, but not be able to put out a half decent profile for some of their biggest games. I use the steam controller even to play EFT, managed to fit every single important action just fine, and even some useless ones. Making a good profile for CS:GO should be super easy, unfortunately I don't have a deck yet, but I'll probably go back to CS:GO once I get one. About the aiming. I personally don't like flick stick, it feels a bit too jarring to me, but it definitely can compete with mouse users. I prefer using the trackpad + gyro (using only the trackpad is not good enough imo, you need gyro), as it feels more intuitive for someone used to mouse aiming. Just set the gyro to be toggled on when you touch the pad, so you can re-center the controller when you lift your thumb, like you would lift a mouse and reposition it. On the trackpad I set the X axis sensitivity so moving from end to end of the trackpad results in a 180º turn, with half of that for the Y axis, to ensure that my flicks are more consistent. You want a lower sens in Y because of the smaller surface area when compared to a mousepad, so small deviations in the horizontal movement will be far more pronounced. You can use a lower sensitivity in X, but then you would need trackball mode (the thing you describe about momentum being carried when you swipe), I don't like using it, having that 180º always available feel snappier and more consistent. As for the gyro, whenever I see gameplay of ppl using it, its always so shaky. I recommend using quite a low sensitivity for it. It is harder to demonstrate what I mean without visual aid, but my rule of thumb is to find what your maximum comfortable movement is up and down, and have it so that movement reaches almost the top of the screen from a neutral position. Then use the same value for X sensitivity. The way I think of trackpad + gyro in comparison to a mouse is, at least the way I used it, that the wrist is always the one responsible for precision, and with gyro I didn't lose that. But I had to replace the motions of generally looking around and flicking from the rest of my arm to just my thumb, which once you can used to it is good enough. If I were to put all these aiming methods on a scale, I'd say mouse is a 10, trackpad + gyro is an 8 and traditional controllers a 3 (not counting aim-assist, which is a whole nother can of worms). I haven't gone back to CS:GO to see how far I can get on controller, but probably will once I get the Deck. I'll just never actually play handheld due to Wi-fi. Hopefully Valve releases a Steam Deck Controller or something. Sorry for the wall of text, cheers!
L2 i believe is the way it is because on traditional console shooters, L2 is the aim-down-sight button, which is used to increase accuracy. Not all guns in CS have this function, but crouching increases your accuracy in a similar manner. Note how letting go of L2 on scoped weapons turns off the scope. This is similar to how ADSing is normally on a hold system (as opposed to a toggle). It seems arbitrary thinking just in CSGO terms, but it's kind of genius as someone who's a fan of shooters on both PC and console.
Dont be ashamed of that there's plenty of awesome maps on the workshop that you wont be able to fill up with humans! Bots are underrated for offline fun.
I'm delighted to see that Valve has chosen KDE as the desktop environment that should run on the Steam Deck. Being a KDE user myself, I am proud, as I believe it's the best Linux desktop environment out there!
@schm1dt Theres really no other way to replicate mouse movements besides Gyro + Flick Stick. When I mentioned that Playstation and Nintendo support gyro, I meant the controllers, not the games themselves. And yes, you say it well: " its useless for YOU". If you wanna learn more about the power of Gyro, I suggest a very well made video by the youtuber: Solar Light. Its a video about Gyro controls on the game Team Fortress 2, but it will get the point across.
Oh, the flick stick thing can be very good. SolarLight, a TF2 youtuber made a video about it, and he's very good with it. I recommend watching his video about it.
17:45 I think flick stick by design produces very consistent input values, so I think from a anti-cheat POV it probably easy to distinguish it from aim bot hacks.
I wonder if this could be used for demo reviews for competitive CS players who are on the go often? That's the only "competitive" use I could think of for this, but still looks like a cool piece of tech indeed!
I would love for your mouse design to win. Not only because it's a sick design, and the prize money isn't going to sink in the money pit of Case Unboxing Millionaire, but because it would also be a historic moment to see a Niko miss performed under the direct scrutiny of Philip, as his vigilant eyes are directly present in the actual hands of the player committing the miss.
Hey 3kliksphilip, my friend (his name is funnily enough Philipp) tries to play CS:GO on the Steam Deck with a portable 144Hz monitor, via the Steam Docking Station including mouse and keyboard. Although he was able to replicate your benchmarks in an offline environment, he says he has a feeling of "input lag" when playing online. His suspicion is currently the monitor, which unfortuantely only supports 144Hz at 1080p and has 60/75Hz on lower resolutions (ViewSonic VX1755). But i had to think about this video, where you say it feels kind of smooth playing on the Steam Deck itself which only has 60Hz too. So i wonder what exactly the problem could be. And i thought maybe this would be an interesting video idea for you, to test if it is even possible to play CS:GO smoothly on a setup like this (portable monitor + mouse + keyboard + headset). Thank you for your time and awesome videos!
It truly blows my mind that Valve decided to make flick stick the DEFAULT controls for Steam Deck until very recently. I thought I was going crazy when I booted it up on my own Deck and had to open a bunch of settings menus to get standard analog controls. I'm glad that changed, but with all the other issues I would still never recommend the default control scheme.
@@adrianosiciliano Flick stick is great, but as the DEFAULT? And there was no easy way to change it - you had to mess with settings and sliders for a while. So glad that's over.
4:18 I'd agree for the cool cinematic feature of the differing movements, HOWEVER almost 99% of the time I'm either moving forward straight ahead at full speed, or strafing directly left or right interchangeably, and this applies to almost every game I play. Which, sadly, isn't handled very well on joysticks.
solarlight made a very interesting video of him competing in a TF2 tournament on the gyro controls + flick stick. i recommend people check it out because it was very interesting seeing someone play with it that has put probably hundreds of hours into learning the new control scheme.
I mean I've played csgo with a drawing tablet and on my ps vita via moonlight streaming it from my PC. While those were just for the memes, I can definitely see someone regularly playing csgo on a steam deck. I don't think its all that crazy.
Flick stick and gyro have been explored a decade ago already but I'm glad you caught the potential in them. I don't think they ever took off as you might have liked but it's never too late! My issue with gyro is that it is exhausting. On another note, this game, being their game of all things, has shockingly poor Steam Deck control scheme support. What are you doing, Valve? The "cap framerate to get lower latency phenomenon" has also been explored already.
I brought my Deck to the major and it was really good fun playing CS in the crowd. On multiple occasions people walking past stopped to ask me about it, and it was always fun to hand it to them and watch their reaction.
somebody already made the discovery that flickstick + gyro is the best for controllers in tf2, so i'd imagine its pretty much the same in CS. also, the trackpad being so fast is probably another flickstiky type way of handing off the precise movements to the gyro and just getting in the general area of aim faster. EDIT: yeah you shoved his video at the end lol i didnt get there when i typed the comment
FINALLY someone besides me tried out using gyro while standing! Was genuinely surprised, I use it all the time on mobile shooters with my controller mounted to my smartphone, I really like it.
17:44 i think gyro gives it away a little that its not a cheat, jittering up/down doesnt happen with aimbots as far as im aware anyway... i could be completely wrong tho but i wont know cause i dont play csgo or have a deck to play with gyro personally im so used to gyro now that i cant imagine not playing without it whenever possible... i imagine gyro + flickstick would feel really good to me (given ofc i tweak the defaults a little so suit me a bit better; like SolarLight mentioned here - pausing gyro for a bit would be good)
If you can, use the gyroscope. And for the stick use flick controls. It’s in some occasions better than a mouse. I have only tried it with a controller on pc, cuz steam deck is expensive
Hey, thanks for the video. Lots of useful info. I should probably point out that you want to set up flickstick using the in game options screen. It's a slightly better implementation than the steam input one, for the moment.
Did a pass on the default controls. There should be a lot of fixes for things like bad inventory radial button placement, the Firing Mode/Inspect issue. Will be in next week's release.
You can use any linux screen casting software, such as OBS to cast your steam deck footage. Also, re: Overwatch; many players already use keybinds to turn 90 and 180 degrees to save mouse movement/small table/etc. P.s. How do you pley?
I personally think that this control scheme, when using FlickStick, is great. I only have one mayor issue with the implantation. I keep getting stuck in a different control scheme after death that seems to be affected by the Buy Zone, and I can only fix it by opening the Steam Input menu and closing it. It's ridiculous that Valve has overlooked this, because me and a friend constantly had this issue.
This just happened to me. Had to restart the game. Really annoying. Considering doing a completely custom bind template and removing all of those extra layers for different menus and whatnot.
I played fps games on my iPod touch in my childhood. It had no button (the volume keys didn't work as trigger buttons back in the day)... So I learned quite a few tricks to use virtual sticks to move, aim and shoot... All at the same time with just thumbs.
Perhaps the overwatch problem can be fixed by having text or something where it says “this user is on steam deck” so people will have a better idea of if the flicks they’re seeing are hacks or not
"it's probably the worst supported valve-made games, bar ricochet. and team fortress 2 but no one cares about that one" you were out for BLOOD today jesus
He’s been more of a cunt to TF2 then he has to that one dumbass csgo hacker who’s fans went after him
"CSGO seldom gets updates"
Nevermind the improved clipping, surround sound, hit reg, netcode, panorama UI, bot support, trust factor/VACnet/prime status, performance, map rotation, new gamemodes/weapons that nobody plays/uses and all other improvements he has to document every month in his videos.
CSGO dont even feels like a source game anymore with all its fixes and additions. Its so unfair that it gets all the polish simply because it makes the competitive money.
Especially when its community dont appreciate it.
@@lm9029 meanwhile tf2 valve servers are infected by bots spamming RAMRANCH non stop... whatta world we live in.
Philip woke up and chooses violence
I am now depressed
Thanks for the shoutout!
I did already mention this in my video, but I highly recommend binding a button to pause the gyro when held down. You can do this in CS:GO as well via the Deck's control menu. It makes things SIGNIFICANTLY less awkward.
Imagine using a mouse, but never lifting it off the pad. Without lifting the mouse off the pad, you often have to choose between having the mouse in a comfy position or retaining the direction you're looking at. This can be a little annoying, especially when your mouse is right at the edge of the mousemat. That's why we value the ability to lift the mouse.
A similar problem can happen with gyro if you're not careful, so having some way to pause gyro can get around this. It'll require even more learning on your behalf, but it gets the job done.
You might already know this, but for anyone else seeing this, you can make it so the gyro aim stops when you touch one of the joysticks or trackpads. By default (in the control templates, not necessarily for any specific game), gyro is active when you touch the right joystick or right trackpad, but I find that awkward. And yes, I mean touch. The joysticks have built-in touch sensors on their faces.
@@NoahDVS This can also work if you don't have many keybinding options to choose from. I personally use a rear button whenever possible.
It's on the way as a new default.
@@JunkerJames Very cool!
@@SolarLight Why you here? Philip said that csgo is last supported game after ricoshet and tf2 but no one cares about it.
He offended us ;-;
"Yes this is a ironie"
Btw remember me? Ye i'm annoying
Hope ya had a good day lad
i would love to see a professional match on just the steam decks
Yeah, maybe a show match in the next major.
It would come down to who has the best gamesense
@@jinx8624 Also whoever is most used to the inputs. The gyro/trackpads/or flickstick can be quite responsive with practice.
It would just be a match then lmao
The thing about L2 being used for aiming, crouching and walking:
IIRC walking and aiming is triggered by pulling L2 *halfway*, while crouching is activated on a full press. In the Steam Deck controls menu, the L2 symbol that's only half shaded in represents a half pull
@@3kliksphilip it's all good, I don't think it really makes it clear what the different versions of the L2 and R2 symbols mean lol.
Besides that, I do agree that the default controls for CS GO on controller/ Steam Deck is not the best
@@3kliksphilip The controls are stupid (no offence to valve), not you :)
This just means that you can't walk if you have a scope weapon in your hand (without scoping in), which I think may be just as bad.
@@TheEzypzy you can if you just don't pull stick all the way for full speed, not ideal but yeah
@@cheepdude97 It's a side-effect of Steam Controller, since Steam Input system (which Steam Deck uses) got their start there.
The ideal with the two buttons icons is that:
1. The "Full Pull" (the full shaded color) is meant to represent as a Digital Press aka pulling the Trigger all the way down.
2. The "Soft Pull/Analog Pull" (the half shaded color) is meant to represent as an Analog Pull aka pulling the Trigger half-way.
If you use a Steam Controller or Gamecube controller before, then you'd be familiar with it. But with any Controllers that don't have a Dual-Stage trigger system (like Steam Deck's), you get the same "Dual-Stage trigger" setup minus the Click. but on a Nintendo Switch Controller: you'd always get a Digital Press setup regardless.
While BPM (aka the old symbols used in CSGO and various Steam Input API-supported games)'s version of the button prompts indicates it better (and the Digital Press version adds a visual circle thingin), I think the Steam Deck/new Glyph may need some minor revision to better indicate it.
The transition at 5:45 got so much of my attention I wasn’t listening for another 20 seconds or so
Same
"Though I'm sure there's someone out there who's willing to prove me wrong about this"
I love how true is that phrase on the internet for literally everything. People are wild about how far they can go and push the limits, perfection.
"Everyone gets to vote on the mouse skin"
We all know what it will end up being if there is no vetting for submissions
I think there will be enough troll entries to split the vote.
I don't know. What?
@@shortcat Waifus
@shortcat Hitler
The artwork for Atomic Amnesia MMX?
Pardon the nerd mode here.
I wonder if the different touchscreen behaviour comes from how the Steam Deck switches between something called "display compositors" in the Linux world; very simply put, something that handles input and composites the image, then renders it on your screen.
When using the Steam Deck interface, it's using a compositor called "Gamescope", which is tuned for playing games on. It can also fake a monitor resolution and refresh rate for a game, to run at a resolution other than native. SO useful for old games! The entire Steam Deck interface uses this compositor.
Switching to desktop mode, it turns off Gamescope, and starts using KDE Plasma's "KWin" compositor, tuned for regular desktop use with a mouse. Maybe KWin ignores whatever "mouse" input the Gamescope compositor sees when tapping the screen in different spots.
You can actually use Gamescope with Steam games in desktop mode, especially useful for desktop Linux computers. It requires modifying the launch options for a Steam game.
Example: "gamescope -w 1920 -h 1080 -W 3840 -H 2160 -r 60"
and end it with " -- %command%"
To explain these launch parameters, first it calls gamescope, then with -w and -h sets the output resolution. -W and -H dictate the resolution the game sees, while -r 60 limits the framerate to 60. This would render a game at 4k, but output it at 1080p for some delicious supersampling action.
"--" is used to to signify the end of options (-options) in Bash, and continue reading the rest of the line as new commands separate from the previous. Otherwise it'd think %command% was an option for Gamescope, but that's what Steam uses to launch a given game. The documentation is here: github.com/Plagman/gamescope
So in a nutshell, if you launch CS:GO through Steam in desktop mode, with "gamescope -- %command%" as the launch parameters, perhaps it'd exhibit the same behaviour. Is this important to know? No not at all, I just wanted to point it out because I have too much free time.
Least nerdy Linux user 🤓
🤓📒💻
@@arcticcmonkey I've got to step my game up
Thank you for sharing this, have a friend who is trying to get me to try upscaling and I thought it'd be hard to set up in Linux. This is surprisingly elegant and apparently works for all games, not just CS:GO. Would recommend trying it out to any Linux users who see this
@@TheAxb993 And not just Steam either, to add to that! In fact, I don't even have Steam. It's a systemwide treat. Another use case is running games in native resolution on HiDPI displays, because Gamescope obviously doesn't inherit the DPI scaling of other compositors such as KWin.
Always love how you flick your knob on camera. :)
3:18 I figured out why L2 is used for all three of those actions and how it's supposed to be a 4D move:
You CROUCH when you hard press the trigger all the way down.
You WALK and SCOPE when you lightly press it partway down.
This is still bad because you cannot walk without scoping with scoped weapons but at least you can scope without crouching this way. I do like having "crouch" and "walk" on the same easy to press button though. I just rebound scope to R1... but then rebound it to use the legacy "mouse 2" binding instead of the "Scope (toggle)" action because it's bugged and sometimes forgets it's supposed to be toggle and not hold.
0:39 anyone who heard this felt pain
Shout out to my CS:S buddy for getting above MG with a trackball.
The touch screen is really good for tapping the gboard.
And With multiple controls it would also be terrifying trying to find the best comfortable controls to use
> gboard
lol
Dang 1 million subs, congrats
A bit late mate.
Mate I dont know how/where you got so good on these videos... no boring intro, no boring outro, no time wasted... and you can easily pull off an ad keeping the same flow of the video.. I dont even play CS anymore, yet.. here I am... Nicely done! cheers!
@@3kliksphilip I ❤️ u Phillip u banging lad
Thank you Philip for teaching me how to flick my knob.
0:40 that really stings...
Lmao at 0:38 , I guess you missed the whole savetf2 trend that happened yesterday
That's the joke. He put Ricochet above TF2 when talking about "games people care about".
When I used to play Splatoon on the switch/Wii U. The GO TO controls for high level play was gyro controls I have no idea how good they are on the steam deck but on the switch they were great and very fluid feeling the most like a mouse you should try if you ever wanted to know.
Etika
@@retrace yes
i cant play splatoon 2 in handheld mode
Yeah, gyro for precision and the right stick for bigger movements
From what I've heard, the steam deck gyro is better.
15:21 - regarding input latency at uncapped FPS.
It occurs when your GPU is oversaturated (99% usage) and is exactly the sort of thing NV Reflex tackles. It's normally observed when running high resolutions OR having powerful-enough CPU that you don't get bottlenecked by it (which would be a good thing).
Pushing GPU to 99% should always be avoided, instead it's best to cap FPS at reasonable amounts (at 200 for example) using in-game limiters, or incidentally by simply having a weaker CPU. External fps limiters add a bit of latency as well, but not as much as suffering 99% usage.
An example to make it simple:
- CSGO at capped 60 fps, GPU at 58% usage -- decent
- CSGO at capped 180 fps, GPU at 78% usage -- excellent
- CSGO at uncapped 378 fps, GPU at 99% usage -- rubbish
A youtuber battle(non)sense did a few videos on this topic a while back, with benchmarks and such, worth checking out.
You never want your cpu to be the limiting factor or the bottleneck, that's what's going to cause latency and stuttering not your gpu. Unless it's something specific to the source engine causing this, much like the ~180fps limit in gta5.
Came here to post this. The notion that uncapped is "always better" is such a misconception. Also I find a lot of the people that DO say and TEST this type of thing are running top-tier hardware on low settings so GPU usage is sitting between 20-80% GPU usage anyway (depending on the game), so they don't suffer from the added input lag and their testing tools don't pick up on it.
0:39 man that's a violation 💀
At this rate Overwatch is going to need a full degree in CS:GO input methods to deliver accurate convictions
"Ok everyone, class is in section. I am going to teach you what is Gyro Aiming"
@@AL2009man _2 days later_ " Here are 50 sets with varying numbers of elements. 40 of them are from a Steam Deck using hybrid motion and 10 were made using third party scripts. Calculate their derivatives and show which ones could only be made by third party scripts.
I've tried Stick-Flick on a steam controller and par the thing desyncing in terms of what it considers level it's a really great way to play with a controller
Yeah, I love it on my PS5 controller. For desync, steam deck/controller is even better as you can let go of the capacitive joystick/touchpad (or vice versa) to adjust
Flick stick + Gyro aim is actually viable if you sink the same hours as you do with keyboard and mouse my mind was changed by Mr. Demoknight TF2 who played semi-pro highlander on a PS5 controller and the casters thought he was hacking because they had no idea how he was doing 90 and 180 degree flicks on a controller or in general.
@@speedstyle. I prefer a "press to stop" rather than "hold to use" as otherwise there's no way to press face buttons while aiming which is a HUGE plus. So touching the trackpad stops the gyro for a re-adjust, while meanwhile the trackpad itself is in trackball mode allowing even further corrections like a swipe before lifting off and going back to gyro aiming.
@@RedlinePostal There will be a "Gyro Suppress" and "Gyro Toggle" in the next release. These can be stacked on any other button. Default will be the Right Stick Click, which also has a "Reset Horizon" action on it. You can add/remove to your preference in the Steam Input binding system.
@@Blue-xc7qc recommended config for this?
As a somewhat experienced controller player, I can give some advice on modifications, especially on aiming.
A lot of competitive controller players use different X and Y sensitivities. They generally have the Y sens lower than X. You generally don't need to compensate the Y sens as much as X sens, so it's better to have the Y sens lower than X.
There is a thing I call "left stick aiming". If your vertical cross-hair placement is good, and the enemy is very close, but not exactly on your crosshair, then you should use your left stick to move yourself, so that the enemy is centered. You may not be able to do this in every situation(like holding an off-angle), but R6 maps were fit to do this.
If you have multiple ways of aiming, then you should have three levels of aiming. One should be very high that should be used when you are going to spin a lot. One should be the medium, the one that you are mainly going to use, the one you are going to improve upon. One should be the lowest, which you are going to use for very fine adjustments.
As far as I understand, right analog stick has a very weird way of aiming. If I had access to deck, I would probably try to use the right analog in the legacy, usual mode, if you have access to there is. And I would use the gyro to compansate for sprays, which would feel more precise. I would use the right analog to mainly aim with. And I would modify the touchpad to aim fast, to be used when you need 180.
I don't know whether modifying this much is allowed, but in theory, it seems okay-ish
Man, the amount of work for making it viable and learning it for yourself sounds like too much tbh...
@@R3DCODE theres a reason why they only plan to sell the Steam Deck through the steam store and not on retail, most people buying a steam deck in the first place are experienced gamers within Valve’s ecosystem and probably have experience with tweaking
@@R3DCODE It's easier in practice. To be fair, it's very hard to become good in controller, and your muscle memory dies in merely a week. It isn't like that in Keyboard&mouse. You'll hit the same level in, at max, a week of playing. While it'll take at least a month to even become decent with a controller after becoming rusty
@@Dapplication To be perfectly fair, you need hundred of hours to be able to perfectly flick on a mouse and keyboard too. Muscle memory won't die instantly tho. I haven't played on a controller for years, but occasionally, when I'm at my friends house it takes 15 minutes to be back at the levels I was back in the day. Ofc, the finest accuracy will be lost when out of practice, but it isn't something you forget easily if you have done it for a lot of time. And the same goes for a lot of physical motions too, be it simracing or playing a musical instrument, memory can be recalled, it just takes a while depending on how much time has passed without practice. I disagree that getting on peak level on M&K will take a week, it often takes months of constant practice to be able of snap accurate aiming.
@@R3DCODE My wording was quite unclear, and it's on me to blame. I of course didn't mean getting to peak level would only take a week with M&K, what I meant was it would take a week to get to the level you used to be with an M&K. With controllers, it's very easy to become a trash player, especially if you played some other games with the same controller. It takes a lot of time to get back into the high levels with the controller, and I am constantly reminded of this when I play games with controllers.
This man has some Shaq sized hands to make the steam deck look like a switch lite
I made a video from 2015 playing CS GO with the Steam Controller. There was a lot of learnings from doing that, and I can't image the experience being worse than that. After looking at your video here, I took a look at that video and one thing that made it relatively reasonable to aim was creating a "shift mode" (what it was called in the Steam binding manager) for aiming. Basically, when holding down another button, your settings change for a given control. In my setup, I made the ring finger button behind the controller the "shift" key that would change how the right touchpad worked so I could have more precise aiming as I needed it. I equated this to a kind of ADS mode (aim down sights) for CS GO, which I'd normally be against but seemed fundamentally necessary when trying to touchpad aim with the controller. I'd assume you'd need to do something similar to make it usable for the Steam Deck. The "flick stick" setting you mention seems like Valve's attempt to do something similar to this idea but for the joystick, which seems pretty interesting.
The reason flick stick isn't the default stick control is literally my fault lmao I suggested to the dev to not use it as default because crosshair placement is difficult if you use flick stick (I'm a world record gyro holder btw so it's not like I'm inexperienced)
Don't worry! Consider this a testbed. It was meant as a short term experiment to get people to be aware of it. But I could be convinced to make it default, again - People who prefer conventional aiming would at least be driven to the correct game options screen in order to fix it, and discover all the other tuning options available (in theory). It is, admittedly, a bit confusing to have multiple ways to enable flick stick, and hopefully in the future we'll be collapsing them better.
9:47 um...are you aware there's a in-game version of Flick Stick that you can find in the in-game settings? It's not removed, they just default back to conventual aiming (as a result of user feedback) and you can turn it back in if you like.
I recommend that, as in-game Flick Stick has more settings than the Steam Input configurator one (since it's emulating as a Mouse-like Camera input and all)
The DOG at 11:42 makes me happy af idk
Your comment about the joystick movement is intriguing. Perhaps playing on a joystick + mouse w/ hotkeys could make you a movement god
They should have a controller only selection for CS:GO
I'm pretty sure the steam deck has dual-stage triggers, and the icon in the bindings page suggests that scope(+walk) requires a half press, while crouch requires a full press. Try squeezing the trigger very lightly instead of all the way down !
EDIT: nvm i just noticed someone else told you already. My bad ! Cool video otherwise !
Touchpad & gyro is also pretty good. Shame you didn't touch upon this combo. The joysticks are capacitive as well, though I still recommend the former.
As for the flick stiff stuff and Overwatch, people have been playing CSGO with that control scheme for a while already on the Steam Controller and other gyro capable devices.
Yeah, a similar setup is used in games like Splatoon by default
He assumed the trackpad can't be used because it's not in the game settings which means he never bothered to touch Steam Input which is where you're supposed to customize your controls for CSGO.
@@Moskeeto he uses steam input to change the behavior of the right joystick as a flick stick in the video...
If he didn't give Steam Input a second glance after that, there's no hope.
the steam controller doesn't have flick stick to my knowledge (or if it does then it didn't pre-deck)
@@1e1001 It does and it did for a while. Other controllers were also capable of using it because of Steam Input.
I didn't know something like CS:GO could have something in common with Splatoon 2. GYRO!!!
WarOwl needs to watch this to use the FlickStick config in his CS:GO on Steam Deck video XD
When we getting that full Deck impression video? I'd love to hear your perspective on these UMPCs.
I really like gyro and flick stick.
you can also use the ps5 controller on PC for all these gyro/flickstick controls
8:19 This was an awesome feature on the Steam Controller, so I'm glad it's on the Deck. That trackpad plus a flick stick is surprisingly good, rivalling (though not beating) a mouse. Flick stick plus gyro, anyone? My main issue with gyro control is that it always has such a wide margin for movement. I can't rotate my hands 90 degrees to the left, thanks (probably better on a Deck, I've only experimented with normal controllers lol). Turning up the gyro sensitivity helps make it more usable.
15:15 40 would give me a headache, sadly. I legitimately can't go under 60 unless it's something like Xcom :(
15:26 That's the weirdness of Vsync. I found similar results in Payday 2 - Vsync reduced mouse responsiveness (noticeably) but it felt better to me. idk.
I remember a video by SolarLight using gyro aim and flick stick in TF2. Need time to get used to but it's definitely playable and could rival standard mouse keyboard setup.
40 FPS is a lot more tolerable than you'd expect it to be when you're playing on a controller (which makes the extra input latency a bit less noticable than on mouse and keyboard) on a screen that's actually running at 40Hz. 40 FPS on a 60Hz screen is pretty terrible because the mismatch between the framerate and the screen's refresh rate means you either get awful screen tearing or super inconsistent frame times, but having it actually output at 40Hz (the Steam Deck can do anywhere from 40Hz to 60Hz now) makes it feel dramatically smoother than they seem like they'd be.
How does Payday 2 run at the deck?
@@MadmanEpic 30 FPS also gives me a headache. It's frametimes that does it, not mismatched refresh rates.
As for Payday 2 on the Deck, I don't have a Deck so I can't say. I assume it'll work decently, might need to mod it with something like Think Faster or FSS to alleviate CPU bottlenecks.
Steam Deck videos bring me joy 💖
titanfall 2 had a flick stick adjacent analog tuning system, was very satisfying to do mouse flick style aiming on a ps4 ngl
Can we just get a full steam deck review from you from just normal use? Would love that.
Your schnoz on that mouse skin looks like it should be an extra button...........and great respect for the PDSA.
Even if my dog didn't come home from the visit, he was 13 and had become ill over a 2 or 3 day period. We couldn't afford to take him anywhere else at the time so we took him to the PDSA. He got examined, the vet noted down some things on the computer and then excused herself to talk to a colleague.
Me being me, I looked at the computer screen and saw the notes, "jaundice of the eyes, weakness, loss of muscle mass" and i knew coupled with the fact that he had been puking with some dark, condensed clotted blood it was a liver problem (from some old online research). I knew at that moment he wasn't coming home.
She returned with her colleague, who was the head vet, and explained he had liver failure, and the only options were.....euthanasia or medication which would only prolong a painful life for a short time.
We chose euthanasia, it felt like the kindest thing to do even if it did almost kill us.
I was 21 at the time and am now 2 more generations into dog owning, The following family dog is now 15 and going strong, and i have 2 dogs of my own (couple of patterdale brothers) and have insurance. The insurance hasn't benefited me one bit, it initially costed £22 a month on signup as a package for both as pups. I took them in for some skin and eye problems which the vet "couldn't identify" so threw me some anti allergy tabs and eye drops whilst charging me 80 quid per dog which is the exact limit on when my insurance kicks in. Add to that both dogs got the exact same medication, except one got a weeks dose of antibiotics. Still £80 per dog.......
I have never received anything in insurance or been able to claim any since its always under the limit for claiming............but I'm now paying £45 a month for the pair, with no claims and paying cash at the door.
Big rant, but, i appreciate charities when it comes to welfare, not just for animals, but for anything because the people involved have no incentive other than their care for the cause.
Gyro really makes it work, even if you are using traditional knob aiming. Set the knob sensitivity high so you can turn around quickly, but use the gyro for finer aim. It does get pretty decently close to mouse-like aiming. The idea is you use the stick to whip around quickly and then the gyro for your actual aiming at the target. I got comfortable with this aiming scheme in only a few hours with a PS5 controller and found it applicable to pretty much any FPS. Once you are used to doing most of the aiming legwork with the gyro, THEN you can swap the stick to Flick Stick so that you can check your back instantly.
It's harder when moving the controller moves the screen too.
@@Lead_Foot I thought it would be an issue before getting the Deck but not after actually using it. Your eyes tend to automatically stick to the crosshair and it doesn't feel disorienting at all.
@@Lead_Foot It is harder, but still much better than playing without it.
It'd be cool if Valve added an option for "deck only matchmaking" and gave other developers the option to add it to their games.
I used to play Unreal Tournament on the playstation 2 with a mouse for aiming with the controller left analog stick for movement and L1 jump, L2 crouch and L3 would be good for walking. I was playing Unreal Tourney, Quake 3 and CS 1.0 at the same time, to this day I still think it was the most comfortable and ergonomic set ups for playing a FPS.
10:58
That‘s why I love the „WiiU“ for its controlability
Great video! Interesting to see the Steam Deck from the perspective of a CS player.
I'll share some of my thoughts on how I think the device should be configured to aim. Just so you know where I come from on this, I pretty much grew up with both PC and console gaming, but never quite liked using K/M. Played about 1.5k hours of CS:GO on K/M (max rank was the first eagle thingy). When the Steam Controller came out I gave it a proper chance to see if it was capable of finally replacing K/M for me, and it did.
Quick note on the default controls: Holy shit, what a mess. It baffles me how Valve can make the best controller configurator ever, but not be able to put out a half decent profile for some of their biggest games. I use the steam controller even to play EFT, managed to fit every single important action just fine, and even some useless ones. Making a good profile for CS:GO should be super easy, unfortunately I don't have a deck yet, but I'll probably go back to CS:GO once I get one.
About the aiming. I personally don't like flick stick, it feels a bit too jarring to me, but it definitely can compete with mouse users. I prefer using the trackpad + gyro (using only the trackpad is not good enough imo, you need gyro), as it feels more intuitive for someone used to mouse aiming. Just set the gyro to be toggled on when you touch the pad, so you can re-center the controller when you lift your thumb, like you would lift a mouse and reposition it.
On the trackpad I set the X axis sensitivity so moving from end to end of the trackpad results in a 180º turn, with half of that for the Y axis, to ensure that my flicks are more consistent. You want a lower sens in Y because of the smaller surface area when compared to a mousepad, so small deviations in the horizontal movement will be far more pronounced. You can use a lower sensitivity in X, but then you would need trackball mode (the thing you describe about momentum being carried when you swipe), I don't like using it, having that 180º always available feel snappier and more consistent.
As for the gyro, whenever I see gameplay of ppl using it, its always so shaky. I recommend using quite a low sensitivity for it. It is harder to demonstrate what I mean without visual aid, but my rule of thumb is to find what your maximum comfortable movement is up and down, and have it so that movement reaches almost the top of the screen from a neutral position. Then use the same value for X sensitivity.
The way I think of trackpad + gyro in comparison to a mouse is, at least the way I used it, that the wrist is always the one responsible for precision, and with gyro I didn't lose that. But I had to replace the motions of generally looking around and flicking from the rest of my arm to just my thumb, which once you can used to it is good enough. If I were to put all these aiming methods on a scale, I'd say mouse is a 10, trackpad + gyro is an 8 and traditional controllers a 3 (not counting aim-assist, which is a whole nother can of worms).
I haven't gone back to CS:GO to see how far I can get on controller, but probably will once I get the Deck. I'll just never actually play handheld due to Wi-fi. Hopefully Valve releases a Steam Deck Controller or something.
Sorry for the wall of text, cheers!
L2 i believe is the way it is because on traditional console shooters, L2 is the aim-down-sight button, which is used to increase accuracy. Not all guns in CS have this function, but crouching increases your accuracy in a similar manner. Note how letting go of L2 on scoped weapons turns off the scope. This is similar to how ADSing is normally on a hold system (as opposed to a toggle). It seems arbitrary thinking just in CSGO terms, but it's kind of genius as someone who's a fan of shooters on both PC and console.
I'm definitely the guy that would play workshop maps with only bots on a deck
I've done it before! If you just wanna shoot something for 20 minutes it's a grand old time.
Dont be ashamed of that there's plenty of awesome maps on the workshop that you wont be able to fill up with humans! Bots are underrated for offline fun.
I CANT STOP LAUGHING AT PHILIP SAYING KNOB 😂
THE HAMSTER JOKE WAS AMAZING AS WELL 😂😂😹
The sheer number too !! Love it !
I'm delighted to see that Valve has chosen KDE as the desktop environment that should run on the Steam Deck. Being a KDE user myself, I am proud, as I believe it's the best Linux desktop environment out there!
I would like to see tournament with steamdeck players. It would be fun.
Gyro + Flickstick is the best control scheme for controllers.
@schm1dt Lack of data, Xbox controllers have never supported gyro, only Playstation and Nintendo.
@schm1dt Theres really no other way to replicate mouse movements besides Gyro + Flick Stick.
When I mentioned that Playstation and Nintendo support gyro, I meant the controllers, not the games themselves.
And yes, you say it well: " its useless for YOU".
If you wanna learn more about the power of Gyro, I suggest a very well made video by the youtuber: Solar Light. Its a video about Gyro controls on the game Team Fortress 2, but it will get the point across.
Oh, the flick stick thing can be very good. SolarLight, a TF2 youtuber made a video about it, and he's very good with it. I recommend watching his video about it.
17:45 I think flick stick by design produces very consistent input values, so I think from a anti-cheat POV it probably easy to distinguish it from aim bot hacks.
@@dreamy97836 Sorry, im not quite sure what you’re getting at?
@@nokeksgiven Do you know what overwatch is?
@@dreamy97836 yes, but I’m not sure why it would be a particular issue in Overwatch though.
@@nokeksgiven hes saying that flixk button will look suspicious to overwatch
I wonder if this could be used for demo reviews for competitive CS players who are on the go often? That's the only "competitive" use I could think of for this, but still looks like a cool piece of tech indeed!
phillip continues his tf2 slander :C
0:35 Its not often phillip is able to make me sad with his jokes. Usually he makes me chill enough to wanna play CSGO. Still great video nonetheless.
Damn, I wish I had enough energy to join that contest... good luck to the contestants!!
Philip: "and team fortress 2, but no one cares about that one"
Us: *#savetf2** intensifies*
I would love for your mouse design to win. Not only because it's a sick design, and the prize money isn't going to sink in the money pit of Case Unboxing Millionaire, but because it would also be a historic moment to see a Niko miss performed under the direct scrutiny of Philip, as his vigilant eyes are directly present in the actual hands of the player committing the miss.
Holy shit, you mentioned FlickStick. I've been waiting for it to get more recognition, and I'm so happy you mentioned it.
Finally agency gameplay. Btw philip there is a hole in the sky on the left side of the building when facing the building from the helipad
thanks for the video mr.klik. perfect timing. was about to poop klikless.
Hey 3kliksphilip, my friend (his name is funnily enough Philipp) tries to play CS:GO on the Steam Deck with a portable 144Hz monitor, via the Steam Docking Station including mouse and keyboard. Although he was able to replicate your benchmarks in an offline environment, he says he has a feeling of "input lag" when playing online. His suspicion is currently the monitor, which unfortuantely only supports 144Hz at 1080p and has 60/75Hz on lower resolutions (ViewSonic VX1755). But i had to think about this video, where you say it feels kind of smooth playing on the Steam Deck itself which only has 60Hz too. So i wonder what exactly the problem could be. And i thought maybe this would be an interesting video idea for you, to test if it is even possible to play CS:GO smoothly on a setup like this (portable monitor + mouse + keyboard + headset). Thank you for your time and awesome videos!
0:39 ooft, philip why must you hurt me like this
Alternate title: Philip fiddles with his knob for 19 minutes.
It truly blows my mind that Valve decided to make flick stick the DEFAULT controls for Steam Deck until very recently. I thought I was going crazy when I booted it up on my own Deck and had to open a bunch of settings menus to get standard analog controls. I'm glad that changed, but with all the other issues I would still never recommend the default control scheme.
I prefer flick stick personally
Flick stick seems harder to use but more precise it the long run, kinda like going from console to mouse and kb
Once u learn gyro + flick stick, theres really no other way to replicate a mouse on a controller.
@@lynxovski I find it better than M+K honestly, It also ironically made me better at M+B
@@adrianosiciliano Flick stick is great, but as the DEFAULT? And there was no easy way to change it - you had to mess with settings and sliders for a while. So glad that's over.
i love it when you add those little side notes like "tf2 but nobody cares about that one" its so dumb but these are my fav. jokes you make
Touchpad can also do Flick Stick. All you've to do is hold finger on the touchpad and then tilt it like a joystick, so you create a finer mode.
Now I will wait for a 5 v 5 competitive video with this
4:18 I'd agree for the cool cinematic feature of the differing movements, HOWEVER almost 99% of the time I'm either moving forward straight ahead at full speed, or strafing directly left or right interchangeably, and this applies to almost every game I play. Which, sadly, isn't handled very well on joysticks.
solarlight made a very interesting video of him competing in a TF2 tournament on the gyro controls + flick stick. i recommend people check it out because it was very interesting seeing someone play with it that has put probably hundreds of hours into learning the new control scheme.
next major run on steamOS?
might not be a bad idea.
4:05 ok this is epic as it's not just 2 speeds
I mean I've played csgo with a drawing tablet and on my ps vita via moonlight streaming it from my PC. While those were just for the memes, I can definitely see someone regularly playing csgo on a steam deck. I don't think its all that crazy.
Flick stick and gyro have been explored a decade ago already but I'm glad you caught the potential in them. I don't think they ever took off as you might have liked but it's never too late! My issue with gyro is that it is exhausting.
On another note, this game, being their game of all things, has shockingly poor Steam Deck control scheme support. What are you doing, Valve?
The "cap framerate to get lower latency phenomenon" has also been explored already.
0:39 oof how dare you sir
it was the same flick-gyro control scheme for the PS4 controller if you want the same experience (fully supported in Linux)
"Use the KNOB"
"Hold the KNOB"
Philip pls, analogue stick
I brought my Deck to the major and it was really good fun playing CS in the crowd. On multiple occasions people walking past stopped to ask me about it, and it was always fun to hand it to them and watch their reaction.
somebody already made the discovery that flickstick + gyro is the best for controllers in tf2, so i'd imagine its pretty much the same in CS. also, the trackpad being so fast is probably another flickstiky type way of handing off the precise movements to the gyro and just getting in the general area of aim faster.
EDIT: yeah you shoved his video at the end lol i didnt get there when i typed the comment
FINALLY someone besides me tried out using gyro while standing! Was genuinely surprised, I use it all the time on mobile shooters with my controller mounted to my smartphone, I really like it.
17:44 i think gyro gives it away a little that its not a cheat, jittering up/down doesnt happen with aimbots as far as im aware anyway... i could be completely wrong tho but i wont know cause i dont play csgo or have a deck to play with gyro
personally im so used to gyro now that i cant imagine not playing without it whenever possible... i imagine gyro + flickstick would feel really good to me (given ofc i tweak the defaults a little so suit me a bit better; like SolarLight mentioned here - pausing gyro for a bit would be good)
If you can, use the gyroscope. And for the stick use flick controls. It’s in some occasions better than a mouse. I have only tried it with a controller on pc, cuz steam deck is expensive
you haven't watched the video
@@CrackCECKer yeah
Great point about flick shot and overwatch. I assume they will need to include info to the reviewer that they are using the deck.
It's always a good day when Philip upload a new video
Hey, thanks for the video. Lots of useful info. I should probably point out that you want to set up flickstick using the in game options screen. It's a slightly better implementation than the steam input one, for the moment.
Did a pass on the default controls. There should be a lot of fixes for things like bad inventory radial button placement, the Firing Mode/Inspect issue. Will be in next week's release.
One reason why I may play CSGO on the Steam Deck is if I want to play the game when I go somewhere.
You can use any linux screen casting software, such as OBS to cast your steam deck footage.
Also, re: Overwatch; many players already use keybinds to turn 90 and 180 degrees to save mouse movement/small table/etc.
P.s. How do you pley?
TF2 Steam deck when
Surfing on Steam Deck is going to be brutal but it would be insane if someone got good with it.
I personally think that this control scheme, when using FlickStick, is great. I only have one mayor issue with the implantation. I keep getting stuck in a different control scheme after death that seems to be affected by the Buy Zone, and I can only fix it by opening the Steam Input menu and closing it. It's ridiculous that Valve has overlooked this, because me and a friend constantly had this issue.
Hopefully fixed next release. Please shout if it's not!
This just happened to me. Had to restart the game. Really annoying. Considering doing a completely custom bind template and removing all of those extra layers for different menus and whatnot.
I played fps games on my iPod touch in my childhood. It had no button (the volume keys didn't work as trigger buttons back in the day)... So I learned quite a few tricks to use virtual sticks to move, aim and shoot... All at the same time with just thumbs.
Flick stick seems like its just VR snap turning
Perhaps the overwatch problem can be fixed by having text or something where it says “this user is on steam deck” so people will have a better idea of if the flicks they’re seeing are hacks or not
I played Splatoon 2 with gyro for precise aiming and using the right stick for bigger camera movements. Best way to play shooters on controller imo.
11:45 good dog :)
could've called the video "cs on the go"