iniudan said:
First, the button seem too far apart on the steam controller, second the playstation dpad button are actually link together under the cover of the controller, the steam controller one look more like simple button, which make it harder to get proper diagonal input.
The Playstation d-pad buttons may be "linked" by a plastic bar underneath but, in both a tactic input sense and in how the controller itself picks up the input commands on the circuit board, that d-pad functions in the same way 4 separate buttons do. Your thumb is literally just pressing one or more individual buttons.
Nowhere Man said:
C'mon dude there is no possible way in any tangible dimension anyone can comfortably pivot their thumb against the 4 round directional buttons that Valve has so far provided. The Playstation d-pad buttons just by their very shape and proximity lend itself to easy handling. So does Nintendo's d-pad though I understand theirs is patented. The Xbox 360 d-pad kind of sucks but at least I can struggle to make it work accurately but you can't seriously look at Valves set up and tell me that those little round separated buttons make for a practical d-pad. They will have to at least make those buttons longer to make a practical difference.
I'm looking forward to everything else about this controller but still hope they update that d-pad lay out. And if those buttons aren't suppose to be a d-pad then I may as well stick with what I'm using now.
But as I said, the Playstation d-pad is, functionally
and practically, nothing more than four separate buttons. So at worst the Steam configuration is no worse than the Playstation's. Especially when considering the distance between the buttons of the former and the input contact points on the circuit board for the latter.
The buttons themselves may look farther apart but, again, given the contact points on the circuit board and the functional "touch zones" of the d-pad itself on the Playstation controller, the two likely function the same.
Now, if one doesn't like the Playstation d-pad than I can understand the criticism of the Steam controller version. But for me, having used similar d-pad configuration as seen on the Steam controller (and having had no issues in using them), I think I will be comfortable with the Steam controllers configuration. Some may not, and I understand that, but that's not really a sign of an inherent "flaw" in the controller's design. No controller is suited for comfort and ease-of-use for every user.
This is not to say the Steam controller configuration
will function flawlessly as a direction input method. It may not. And for all I know it's input response time is woefully slow, making it virtually useless. But until we get one in our hands judging it to be inherently flawed by design, when it's design mimics currently favored d-pad configurations, just doesn't make sense to me.
I could very well be wrong. And I'll gladly eat my slice of humble pie if I am. For now, though, the "d-pad debate" is the one criticism I don't get.
Some feedback from those few that have had a go at the current iteration of the controller would probably help.