8BitDo announces it's controllers now have Steam/SteamOS compatibility
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Anybody else find a use for the back buttons? I like the idea of them but I haven't really found a great use yet.
On the deck I use them all the time. For FPS games I frequently bind them to be ABXY, lets you jump/reload/etc without having to take your thumb off of the joystick. Absolutely mandatory for games like Doom Eternal and Deep Rock in my opinion.
In games with heavy dpad use for cycling abilities/items (like Elden Ring) I usually use them for that. Being able to cycle spells or potions while running is very necessary sometimes. You can also use them in combination with mode shift settings, things like while I hold R4 down it will temporarily turn my ABXY into a second DPAD.
You can use them for steamOS features, stuff like opening keyboard or toggling zoom for games with small text.
A lot of people dislike clicking thumbsticks, so it's common for people to use them for that. L4 to toggle sprint instead of L3 is very popular for example. Also nice for when L3/R3 do something you don't want to trigger accidentally during combat (Ys 8 and 9 toggle a minimap overlay with L3, which is very distracting during combat. So I've disabled L3 on the thumbstick and instead have L4 open the minimap overlay).
In any PC game with more inputs it can be great for common button presses that didn't make the cut onto the standard controller. Things like map/journal shortcuts, quick save, etc. Setting left trackpad to a touch menu is also great for this.
Overall they're pretty great, I don't use them in every game, but there are a lot of games I refuse to play on a standard controller without them.
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I like that idea about gyro aim engagement. I think the only place I'd use that is BotW, but I'd like to go back to that game someday.
Ah, I'm not sure how well that'd work via yuzu and ryujinx forks. Perhaps if the executable is added through the steam client so you could delegate the functionality via steam input? Sounds messy as heck though.
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I've been using these for years, including with my docked steam deck, and they already work great.
I also wonder what they could've changed.
The back buttons didn't work with Steam Input (and still don't with the v1's).
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Anybody else find a use for the back buttons? I like the idea of them but I haven't really found a great use yet.
I immediately changed them to L3 and R3, and never looked back.
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These controllers were all working on SteamOS before as far as I know, so I'm interested to see what this changes. My understanding is that previously their controllers just show up as generic xbox controllers, and now they will be properly recognized. We'll see if this has any other benefits like custom bindings for back buttons and things like that.
Edit:
According to @[email protected]
got the 8bitdo Ultimate 2 wireless controller with the latest firmware update, and can confirm dinput mode lets me map the back buttons and extra bumpers to different inputs through Steam Input. Analog triggers and gyro work too.
wrote on last edited by [email protected]I've been using DS3 controllers for over a decade, but they are starting to wear. The drift isn't bad at all, but it's there, although I suspect it's mostly a few rubbers that'd need replacing, I have heard great things about 8BitDo, especially their Hall Effect controllers. Very reasonably priced as well.
So this announcement is just the kick in the butt I needed to get a Pro 2 Hall Effect one. -
Anybody else find a use for the back buttons? I like the idea of them but I haven't really found a great use yet.
wrote on last edited by [email protected]On my steam controller when the shoulders crapped out, I bound the back paddles as shoulder buttons.
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Ah, I'm not sure how well that'd work via yuzu and ryujinx forks. Perhaps if the executable is added through the steam client so you could delegate the functionality via steam input? Sounds messy as heck though.
wrote on last edited by [email protected]Life finds a way. Believe I played botw just this way on Linux, even launching another app to enable gyro controls to translate into the steam inputs. Different controller, think with yuzu launched through steam.
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I have a Pro 2 and my only complaint with it with "SteamOS" (Bazzite) is that the back paddles don't actually work with Steam Input directly. You can program them with the Ultimate Software, but that means they're stuck only repeating the input of another button on the controller. So if this update brings full Steam Input support that would be awesome, as it would mean you can set all kinds of other functions to them. Plus not having to use a seperate software, and controller-based profiles, would be awesome.
So if this update brings full Steam Input support that would be awesome
It does!
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Life finds a way. Believe I played botw just this way on Linux, even launching another app to enable gyro controls to translate into the steam inputs. Different controller, think with yuzu launched through steam.
good to know it can work!
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These controllers were all working on SteamOS before as far as I know, so I'm interested to see what this changes. My understanding is that previously their controllers just show up as generic xbox controllers, and now they will be properly recognized. We'll see if this has any other benefits like custom bindings for back buttons and things like that.
Edit:
According to @[email protected]
got the 8bitdo Ultimate 2 wireless controller with the latest firmware update, and can confirm dinput mode lets me map the back buttons and extra bumpers to different inputs through Steam Input. Analog triggers and gyro work too.
How have I never seen these before? When my ps4 controller dies I know what I'm getting next now
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So if this update brings full Steam Input support that would be awesome
It does!
Fluff yeah!!
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Anybody else find a use for the back buttons? I like the idea of them but I haven't really found a great use yet.
Back buttons are essential in any competitive action game.
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I have a Pro 2 and my only complaint with it with "SteamOS" (Bazzite) is that the back paddles don't actually work with Steam Input directly. You can program them with the Ultimate Software, but that means they're stuck only repeating the input of another button on the controller. So if this update brings full Steam Input support that would be awesome, as it would mean you can set all kinds of other functions to them. Plus not having to use a seperate software, and controller-based profiles, would be awesome.
This is my main complaint about my 8bitdo pro controller. Shame this seems to be only for the newer generation
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These controllers were all working on SteamOS before as far as I know, so I'm interested to see what this changes. My understanding is that previously their controllers just show up as generic xbox controllers, and now they will be properly recognized. We'll see if this has any other benefits like custom bindings for back buttons and things like that.
Edit:
According to @[email protected]
got the 8bitdo Ultimate 2 wireless controller with the latest firmware update, and can confirm dinput mode lets me map the back buttons and extra bumpers to different inputs through Steam Input. Analog triggers and gyro work too.
wrote on last edited by [email protected]I'm still holding out on the next generation of steam controller for playing games on my deck while docked. Until then, my 8bitdo pro 1 has been wonderful.
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These controllers were all working on SteamOS before as far as I know, so I'm interested to see what this changes. My understanding is that previously their controllers just show up as generic xbox controllers, and now they will be properly recognized. We'll see if this has any other benefits like custom bindings for back buttons and things like that.
Edit:
According to @[email protected]
got the 8bitdo Ultimate 2 wireless controller with the latest firmware update, and can confirm dinput mode lets me map the back buttons and extra bumpers to different inputs through Steam Input. Analog triggers and gyro work too.
Ive been waiting for this. Which one is the best one to get for both my Steam Deck and desktop?
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Ive been waiting for this. Which one is the best one to get for both my Steam Deck and desktop?
wrote on last edited by [email protected]Ultimate 2. It’s got a gyroscope and back paddles.
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I've been using these for years, including with my docked steam deck, and they already work great.
I also wonder what they could've changed.
wrote on last edited by [email protected]The issue is that the back paddles weren’t unique buttons. You could configure them to press existing buttons, (like telling it to press A when you hit the right paddle,) but they weren’t listed as individual inputs. Now they are, so you can actually map unique actions to L4, R4, etc… This is particularly important for games that have a lot of unique inputs. Plenty of games are optimized for controller, but lots still rely on having more buttons (on a keyboard) than what a traditional controller has.
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Anybody else find a use for the back buttons? I like the idea of them but I haven't really found a great use yet.
I mostly use them for mode shifts. For instance, shifting to emulated mouse when holding R4, so I can use desktop stuff easier.
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Anybody else find a use for the back buttons? I like the idea of them but I haven't really found a great use yet.
I play a lot of beamng drive an having them for extra binds is nice, like the horn and changing gears
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Anybody else find a use for the back buttons? I like the idea of them but I haven't really found a great use yet.
I just map it to the abxy that steam suggests. Works great when I wanna keep using the trackpad or joystick at all times.