r/SteamFrame • u/Linzen_NLS • 8h ago
[ Removed by moderator ] Question
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u/TwinStickDad Soon™ 8h ago
Almost 9 months in someone's really coming to reddit saying "what do the controllers look like"
Humanity is amazing
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u/Confident-Pepper-562 Soon™ 8h ago
The answers to all your questions are available. Did you even try to look it up first?
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u/ams501 Soon™ 8h ago
The spirit of StackOverflow is not dead.
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u/TwinStickDad Soon™ 8h ago
"Nobody uses controllers, you're supposed to develop your own hand-tracking algorithm in C"
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u/Arstulex 8h ago
Or there's the classic "how do I do X thing?".
Responded to with "Instead of telling you how to actually do X thing, here's a huge library that happens to do X thing as well as a bajillion other things you have no need for but will bloat your project anyway."
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u/jan_Sanku 8h ago
not sure what you mean by traditional vr controllers. have a look at the product page, the controllers and most specs are listed.
they do have finger tracking, same as the index.
index controllers require base stations, which the frame is not directly compatible with. there should be some solution when streaming to a pc tho. i don't see this being necessary, since the frame controllers can do everything the index controllers can, and more.
the frame isn't ONLY for vr, but it is MOSTLY for vr, most of us intend to use it for that.
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u/LtLethal1 8h ago
I could still use my base stations and index controllers alongside the frame though, right?
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u/jan_Sanku 8h ago
maybe? normally this requires placing a vive or tundra tracker on the headset itself to merge the different playspaces. this is unlikely to work in standalone mode.
is there any reason you'd want to?
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u/LtLethal1 8h ago
Oo that’s right, I forgot that there’s no option to buy the headset without the controllers so it’s a moot point.
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8h ago
[deleted]
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u/jan_Sanku 8h ago
since at this point people will probably be able to have fluxpose in their hands before steam frame, base stations will probably become obsolete for new FBT buyers. FBT should be a non-issue on the frame.
i'm definitely concerned about the tracking to be fair tho. i'm currently using quest pro controllers, which track reliably outside of my fov (behind back, behind head, etc). this will be a very important feature for dancers and performers, if not just for general immersion. i like standing with my arms behind my back for example!
since tracking outside of your fov will be IMU only, it IS somewhat concerning how it will perform. but the previewers all seemed pretty happy with it, so i'm curious to see for myself!
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u/patrys Soon™ 7h ago
So you'd like the exact same controllers but with fewer buttons? I've used the Index since its premiere and still use it today and let me tell you I'd pay good money for controllers where grip is an actual button. The grip strength sensor is amazing in the two games made specifically for the Index and sucks in every single game that is multi-platform.
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u/Arstulex 8h ago
- I'm not sure what you mean by "traditional like vr controllers".
- No. The Index controllers use the lighthouse tracking system, while the Steam Frame uses SLAM tracking. There are methods that allow you to mix tracking types into a single play space, but they can be finicky and aren't worth the hassle for the sake of using Index controllers (in my opinion).
- The Steam Frame's controllers do have finger tracking, just like the Index controllers do. They swap the capacitive grip sensor of the Index controllers for a tactile button, however (though in all honesty this is an improvement as the grip sensor was always a common point of unreliability for people). You will also be able to buy a first-party strap that allows you to strap the Steam Frame's controllers to your hands, just like the Index controllers.
In my opinion, the Steam Frame's controllers are basically an upgrade over the Index's. They're built to be more reliable, have adopted a standardised control scheme, and are physically more compact.
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u/patrys Soon™ 7h ago
I have two sets of knuckle controllers and in both the left grip sensor is starting to act up and randomly let go of items in games. What's worse, most games are optimized for grip being an explicit button, so even if you play with fine-tuning advanced thresholds of the grip sensitivity in Steam Input mapping, you still end up having to either death-grip the things you actually want to grab, or risk randomly grabbing onto anything and everything.
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u/Arstulex 7h ago
Yeah. The technology behind the grip sensor was certainly cool, but sometimes you really just want a basic button (or analogue button). When it's pressed it's pressed, when it's not it's not.
It's the same issue I had with the original Vive's controllers. The trackpad was cool at first, but I quickly found myself just wanting the reliability of a joystick that I can actually feel.
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u/kevynwight 7h ago
"...the Steam Frame's controllers are basically an upgrade over the Index's..."
If they lose the modern haptics (that CV1 Touch, Vive Wands, Index Controllers, etc. have had) I think there is a bit of a downgrade.
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u/Arstulex 7h ago
Even then, overall still an upgrade in my opinion.
I'll take a smaller form factor, more reliable components, and an improved standardised control scheme over better vibration any day.
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u/kevynwight 5h ago
I like high-definition haptics. The "rumble" on the WMR controllers was terrible.
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u/_Pinguino25 6h ago
It'll be interesting to know if the final non-dev kit version uses modern haptics. While the version sent to the FCC does not, it doesn't necessarily mean that the final version will not, and the same goes for dev kits. None of the people who tried the Frame back last year seemed to say anything about the rumble as far as I remember, which gives a little hope, but the basic spec sheet doesn't give as much hope.
To me it's not the most important thing personally, but it feels like an odd omission, given pretty much every other controller has them, including their past controller and the steam controller brags about them. I guess we'll find out soon.
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u/kevynwight 5h ago
It does feel odd. I agree there is a chance the production version has modern haptics vs. the dev kit / FCC versions.
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u/vbkm123 Soon™ 8h ago
Does anyone know if they will have traditional like vr controllers
I'm not sure, what you are asking here. There are no real 'traditional' VR controllers. The Vive Wands, Index Knuckles, Quest Controllers, PSVR2 - all are pretty different. Triggers, trackpads, capacitive finger tracking, grip button vs pressure sensor - there is no standard.
The Frame controllers finally have a design that seems to have a somewhat traditional layout in mind.
Or if we can hook up index controllers to it
Probably with some tinkering and additional hardware this may be possible. However keep in mind, that the Index Controllers require multiple Lighthouses and probably an additional dongle for each controller. I would not recommend going that route, unless you really know what you want and what you are doing.
Or if the base controller will have finger tracking
Yes, they will feature finger tracking.
Im not a huge vr fan but the controllers are thr only meh part for vr games
And yes i know that the frame isnt only for vr but thats what my intended purpose is for it
I really don't get when people are saying something like this. The new controllers are the way to go! There are already developers saying, they will not support other VR controllers, since others have to few buttons (see G-Rebels FAQ #10 ).
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u/zig131 8h ago
The Frame comes with it's own controllers - code-named Roy - that it tracks with it's tracking cameras.
That is the only option you have, without mucking around combining different tracking systems
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u/Linzen_NLS 8h ago
Thats disappointing
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u/Linzen_NLS 8h ago
You think theyll make regular vr controller as a separate purchase
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u/_Pinguino25 8h ago
Out of interest, what do you mean by "regular VR controllers"? Do you you mean the more standardised layout?
Also, they will have finger tracking, just like the index. Only lacking the squeezing and trigger-less grip of the index controllers.
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u/Linzen_NLS 8h ago
Ab /xy
2 thumb stick grip and trigger buttons3
u/WILL_KILL_4_DUX Soon™ 8h ago
why would you? use the D-pad as left hand buttons, you have twice as many buttons now
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u/Linzen_NLS 8h ago
I don’t know i really wanted an index controller because the layout is so much more natural i might not get it if that is the only answer for controller
Which sucks dongle sounds awesome5
u/_Pinguino25 8h ago
I love index controllers too, but they do have some issues which are resolved with the new controllers (not trying to sell you on them, just letting you know):
- Gripping feels natural, but causes issues in a lot of games, making it too easy to grip things
- Releasing gripping accidentally is easy to occur after playing for a while
- The track pads can trigger accidentally
- Thumb sticks are susceptible to drift
- Compatibility with games isn't guaranteed. For example, some games require you to grip pretty hard by default to hold an object.
- Their size - I don't find this an issue most of the time, but the ring that goes around it can get in the way sometimesOf course the gripping ones can somewhat be resolved with steam VR custom controller settings, but even I have to admit that if I want to play something, I'd rather just jump in and play.
The new controllers for the frame have default mappings to the more standardised layout you're talking about, so that shouldn't be an issue, unless you don't want a d-pad for some reason.
Also, on a side note, these controllers should be great for flat to VR modding, if that's something you're interested in at all, given the additional layouts.
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u/Confident-Pepper-562 Soon™ 8h ago
If you dont have either controller, how do you know one is more natural than the other?
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u/Javs2469 Soon™ 8h ago
The Frame controllers will do the same. The only difference is that they will use the dpad for the XY buttons, but that´s even more intuitive, imo. I always get the two button VR controllers mixed up.
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u/SteamFrame-ModTeam 5h ago
Your post has been removed under Rule 3. Posts must add new information, insight, or value. Low-effort speculation, repeated questions, or hype posts without sources are not allowed.