Hello @KS-HTK, this reads like an issue with the Steam client instead of SteamOS as a platform, so I've transferred this issue report.
I want to use gyro as gyro as well, not just as Mouse or Joystick. Some emulators and games accept raw gyro input and having the ability to use native steam settings for configuring these would be wonderful.
Seconded, it's a bit ridiculous that non-steam software such as emulators cannot access the gyro data directly
Would be useful for Steam games that have native Gyro support like Helldivers 2 and Deathloop.
Any news on this? This is so stupid, just let us use raw gyro information.
been 4 years, 2 different controllers (soon 3 maybe 4 controllers) and still nothing.
I probably won't buy another steam product and go for a 3rd party controller unless this bug is fixed.
Ok big news, gameinput the replacement of xinput now support native gyro so this is really about time steam fixes this
https://github.com/microsoftconnect/GameInput/releases
I am also noticing the lack of this option now. Pragmata supports native gyro but i dont have the option to enable this for the new steamcontroller
I am also noticing the lack of this option now. Pragmata supports native gyro but i dont have the option to enable this for the new steamcontroller
this is because, like most commercially shipped games with Native Gyro support, Pragmata (and retroactively, Resident Evil Requiem) is heavily reliant on Sony PlayStation's Input API (which is an under a licensed SDK that isn't accessible to anyone but game developers who ships on PS5) to handle motion sensor functionality alongside everything else (that includes Hapitc Feedback...USB only and Adaptive Triggers). Unfortunately, this is up to the game developer to implement ISteamInput's GetMotionData inorder to get Gyro Aiming support via Steam Input (thus expanding beyond PlayStation controllers), Capcom only done it for Monster Hunter Wilds as we speak.
I know one of Valve employees has said that they can't officially do PS4 Emulation due to the invasiveness of it, but it might be possible to do it if it's a SDL-made App but ya gonna wait until https://github.com/libsdl-org/SDL/issues/12997 gets added into Steam Input and SDL3.
but i do expect that to change when GameInput gets mature enough and more games starts to adopt it.
if the ds5 use proprietary protocols those could be reverse engineered lets hope.
in worst case they could emulate to the ds4 at least for the gyro and touchpads since this model is well known ,
and fully emulated.
this is not the first time something from sony is fully reversed.
a lot of things was unlocked in the psvr2 for example.
and every haptics feedback are available nowadays.
i hope gameinput will streamline things but this could take a few years.
Nothing extracted yet.
Your system information
Issue:
Can't use all features of the SteamController on the SteamDeck.
Expectation:
I would like to use the Controller with 2 Joysticks AND the 3-Axis Gyro configured.
This is currently not possible. But it should be as I can do it with the SteamDecks internal controls.
It seems like this is a limitation of the configuration options in Steams Controller configuration, Mouse Joystick is the same as the track pad joystick which is really frustrating.
It would be great to have an option to use the controller as is and just be able to map it in a game that has generic controller support.
This includes having the back buttons just as additional buttons (not mapped to any keyboard/mouse buttons). This should be possible, as I have controllers that can use way more buttons than just the 10 the SteamController reports.