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My fellow gamers, rejoice, for we have been gifted

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from on high the perfect device for PC gaming.

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Well, on paper at least. Since my hands on a few months ago,

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I have gotten some more intimate time with the Steam Controller with all of its features,

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a launch date when you can finally get your hands on one,

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and I've gotten a price. And I've got a lot of thoughts,

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especially on that last one. Some of you won't care about them.

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The die-hard fans of the original Steam Controller who have desperately waited over 10 years

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for Valve to follow it up, you guys might as well open your wallets now,

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because the new Steam Controller, it's the original, but much, much better.

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For everyone else though, it's something of an enigma.

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It's a controller, it's a trackpad, it's a bridge between your traditional

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gaming battle station and your living room, it's unlike anything else on the market.

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Up top is a standard symmetrical style layout with all of the buttons and sticks

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that you'd expect from a modern controller, plus a few extras that you might recognize

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from the Steam Deck that are gonna help you navigate Steam OS and Steam Big Picture.

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Below that are the stars of the show, the multi-purpose trackpads.

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More on those later. First, I feel it's important to remind you guys

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how much of a controller review is preference. What's true for me and for David,

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might not be true for you. With that said then, the feel of the Steam Controller is,

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it's just okay. The plastic of the body feels a little cheap

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compared to first-party offerings from, if I'm being honest, all of the big three.

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And I think a lot of fingers are gonna land on top of some of these screw holes here on the bottom,

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which is kind of a surprising oversight for a company that is normally so thoughtful

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in their hardware designs. Or maybe it was thoughtful.

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Maybe it was an intentional nod to repairability. Valve has confirmed that they will continue

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their partnership with iFixit for replacement parts. So kudos to both of them,

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even if I do like our precision screwdriver set just a little bit more, lttstore.com.

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What I can't make the same excuse for is the ergonomics.

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While Valve did go to the effort to change the angle of the handle pieces here

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compared to the Steam Deck, which is obviously meant to be held in a wider stance,

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I found that for my preferences, they didn't go quite far enough.

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And it feels more like holding an eight-bit dough controller compared to an Xbox controller.

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I also found that the thumbsticks were a bit of a far reach

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for those of us with smaller paws. And if you like to flat thumb them,

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their positioning increases the chance of thumb kissing.

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With all of that said, all of my complaints so far are pretty minor.

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And in terms of the thumbstick feel, the Steam Controller is both good and well-featured.

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I'd say the closest non-valve analog, pun intended,

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would be the Xbox controller, with its similar raised textured edges

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and flat smooth metal that makes it easy to both landmark your position

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and maintain traction as you're moving around. And the Steam Controller has an extra-party trick

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with capacitive sensors in both tops that can activate

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or deactivate six-axis motion controls.

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The best thing about the joysticks though is actually under the surface.

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But we'll talk about that a little bit later. First, the face buttons feel pretty close

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to what we've come to expect from an Xbox controller with a soft,

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and hey, if you game late at night, you might like this quiet rubber membrane,

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but the way less clicky bumper might actually appeal more to PlayStation gamers.

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I'm personally not a big fan. Moving on to the triggers,

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the spring gives them adequate resistance, but they have neither the rumble from the Xbox side

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nor the adaptive resistance of the DualSense. On top of that, they don't have a toggle

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between short and long travel, and they don't even have the two-stage activation

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of the original Steam Controller, which is gonna be a real disappointment for its dozens of users.

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What won't be though, is the tactility of the four paddle buttons on the back.

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These are great. Now, to be truthful,

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I'm too old-school to use them in most games, but when I do need them, boy do I ever need them,

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and I'm stoked that Valve is pushing this feature to be the norm for mainstream controllers.

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They sit at just the right spot for easy access,

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which does mean you'll get the occasional accidental press while you get used to them,

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but they're just stiff enough that with a bit of practice, you'll be able to press them intentionally

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without it interfering with your ability to hold onto the grip.

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Ooh, speaking of the grip, sensors inside it are actually another way

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to activate the six-axis gyroscope inside.

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Valve has traditionally taken a very open approach

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to how you can use their hardware, and with the Steam Controller and Steam Input,

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you can configure pretty much any control schema that you'd like,

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even in games that don't natively support remapping. And if you don't feel like doing all that work,

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you can even use community configurations. Guys, gyro aiming is such a game changer

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for old-school keyboard mouse guides like me, and the flexibility to activate it either like this

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or like this is just incredible.

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Since we're back here though, this would be a perfect time to talk about the charging pins that connect

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to the included wireless 2.4 gigahertz puck.

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This is a major highlight for me of the Steam Controller.

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This is exactly the kind of thoughtfulness

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that I love to see from Valve. Why not make your wireless dongle also the charging dock?

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No more unplugging and plugging in a Type-C cable constantly,

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which should help save on wear and tear on the controller's port.

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And setting it up is simple. You just plug in the included Type-A to Type-C cable,

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actually a pretty nice feeling quality. It's a really similar sleeve

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to what we have in our TrueSpec cables. Then you attach it using a magnet,

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press the Steam button on your controller, and away you go.

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It even supports wireless firmware updates and up to four Steam controllers paired to a single puck,

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meaning that you can use the extra ones that come with all of your other controllers

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to connect to additional PCs or to set up charging in convenient multiple locations.

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Now, there was a major claim that we made before

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that has since gone completely unaddressed, that the Steam Controller would bridge

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controller and desktop gaming. All right, that's where the haptic track pads come in.

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These are Valve's best haptic track pads yet.

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Gone is the weird concave, trying to be sort of a joystick,

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alien eye design from the original Steam Controller, and enlarged is the flatter,

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squareer design from the Steam Deck. If you've ever used one of those,

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you're gonna know already what a lifesaver these things can be for navigating experiences

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that are not optimized for a controller, and in some cases, even playing games

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that outright don't support controllers. And then there's everything else that they can do.

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Check out this footage of an old school Steam Controller fan playing skate.

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Tommy B. loves his track pad input so much that he went and created his own controller,

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and he's got gestures bound to his track pads and demonstrated how insanely natural

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this type of input scheme can be once you've set it up.

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Now, I'm not gonna pretend that I'm the right person to show off that functionality,

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but what I'm absolutely the right person to test out is playing a traditionally non-controller friendly game

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like Anno. Hey!

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Okay, this is very intuitive. It's very WASD and camera for these two.

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I can zoom in, I can zoom out. And don't forget, you could use a community profile

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as a starting point, and then customize it to however you like.

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Dude!

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I am playing an RTS on the couch right now.

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Come on! Ooh, all right!

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Do you think you could play the whole game without a mouse and keyboard? I could.

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Do you want to play the whole game without a mouse and keyboard? This particular game with its like very fussy

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kind of finicky controls, maybe not,

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but I could see myself actually enjoying the genre with a controller

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where I otherwise completely wouldn't be able to. And in that way, the Steam controller is a unique

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and maybe even solid value proposition at almost any price.

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But what if you prefer genres where the trackpads matter less than precise button presses and timing with platformer?

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I can definitely see why people would like the ABXYs. I can also see some people not liking them.

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I think both are completely valid opinions.

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I wouldn't describe them as mushy, but because of the softness, they're not quite as responsive as some can be.

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Yeah, I've come around on clicky button controllers and so these felt a little too soft for me,

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but they're definitely fine. They're fine. They're not bad, they're fine.

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One thing I can say with absolute certainty though is no one's going to be bothered by the latency.

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And these joysticks are a pleasure to use.

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That makes a lot of sense. The Steam controller too did really, really well

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in our Labs testing for input latency. I mean, you gotta imagine a company like Valve,

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gamers through and through, they're going to have that kind of attention to detail. Yeah, the only controllers that did better

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were ones that are kind of competitively geared. Oh, I'm trying to D-pad now.

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You know what? It's one of those D-pads that doesn't feel good to me.

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No. But it works for me. Yeah, when I talked to Valve,

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they said they put a lot of work into getting the diagonals down,

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but I actually think in just terms of feel, I think I like the Steam Deck D-pad better.

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Interesting. That being said, all modern D-pads are my enemy.

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That's a fair and validate, quite frankly. This is not really testing some of the other faculties

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of this controller. Why don't we try Forza Horizon 5 to get a sense of the triggers and the haptics?

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To Valve's credit, while they may be missing haptic triggers,

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the actual tightness of the haptic feel

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of the controller itself is a really strong point.

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Definitely better than the Deck and miles ahead of the original Steam controller.

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As for the triggers, I remain uninspired.

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I don't feel like they contribute to a loss of control.

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That's just my crappy driving.

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But they are very unexciting. What I find with the rumble triggers

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or the haptic triggers is I don't really care

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that much when they're not there, but when they're there, they really do elevate the immersion and the experience.

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And so it is a little bit of a missed opportunity here.

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I think that's enough racing. Why don't we try something where you get to use the gyro?

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Oh yeah, gyro aiming is such a freaking hack.

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We don't have the toggle on right now though. So in this game, it's built in by default.

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So you actually can't easily turn it on and off with the handles.

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That's more in the case where you're assigning mouse look

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to a gyro thing, like customized via the Steam input.

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Right, I hadn't tried this game before, but that makes sense because Sony has support

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for that natively. Which is nice, all shooters should include it.

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Dude, it's sick being able to make your macro adjustments

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here and then your fine adjustments here.

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Especially in a game like this where each shot matters so much. So much, you'll have like three arrows left

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and you'll have like three absolute ridiculous monsters

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charging at you. I'm still in awe that the customization in Steam input

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allows you to just assign gyro aiming into any game

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that has mouse support. How flexible is that, how wonderful is that?

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Thank you, Valve. Yeah, and you don't need a Steam controller

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to take advantage of that. You could have like an old PS4 controller

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and do the exact same thing. So cool.

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I am not an FPS controller player.

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Not by any stretch of the imagination. I suck.

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I gotta make that really clear. So while nothing I'm doing is particularly impressive,

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this is not my usual level of suck. Not even close.

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That gives me a great opportunity to talk about what is probably the best hidden feature

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of the Steam controller too. It's TMR joysticks.

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Hall effect joysticks have been getting a lot of good press over the last few years because they offer better durability

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compared to potentiometer joysticks that use contact pads

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that measure the movement of the sticks. Contact pads that will inevitably wear out causing drift.

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By comparison, Hall effect uses magnets

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that don't make physical contact. Nowhere, no drift, but power draw is a big downside.

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That's where TMR comes in. Tunnel magneto resistance joysticks

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give us the advantages of both. Outstanding precision,

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so I can really get those dead zones down so every little movement matters.

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Great reliability and low power draw.

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While the Steam controller does hold up pretty well against the most popular controllers on the market,

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there's kind of an elephant in the room.

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You're gonna make the noise? No.

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That's an elephant, right? As we discussed recently in our 16-way controller shootout,

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the popular controllers, not necessarily the best controllers anymore.

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So let's pull out one of David's favorites, the Cyclone 2 from GameSir.

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It's worth pointing out that the pairing process of the Steam Deck and the Cyclone

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seems like it would be similar because I have a dock for the Cyclone,

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but the dock doesn't actually pair it to the dongle. You still need like a manual Xbox pairing process,

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so that's definitely a win for the Steam Deck. They're a Steam controller.

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I love that we've both accidentally called it Steam Controller 2 at least once.

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They should call it the Steam Controller 2. You know the reason they gave me

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was because they wanted it to not be confusing?

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Bologna. That's why they called it the same name as the old one.

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To avoid confusion, that is like, that's insane.

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I gotta give, I gotta give full credit to Valve.

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It's a good joystick. According to our circularity test from the lab,

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it performs very similarly to the GameSir

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in terms of the accuracy of its circularity,

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but it does have a bit of a different response curve, so you might find that going from one to the other

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might feel a little bit different. That's all gonna be down to personal preference,

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so that's not like better or worse. If anyone was looking for the proof

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of what I said earlier that I'm not an FPS controller player.

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I will say, it does look like you're having a little more trouble with this controller

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than the Steam Controller. This is an accurate controller by every metric,

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but it does go to show that the Steam Controller is a very good controller.

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And one of the ways that it's excellent is battery life.

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The lab used Forza Donuts in order to simulate regular use with the haptics going off

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and found that the new Steam Controller put up a really impressive result.

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Over 37 hours of continuous gaming.

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That is outstanding news for die-hard fans of the original Steam Controller

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who have so much to love about its successor. It may be a little less committed

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to the original touchpad vision, but it's in a way that offers reasonable compromises

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and refinement in pretty much every way. It's also a solid solution for folks

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who just wanna throw away that Logitech K400

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on their coffee table. However, if your plan was to use this thing

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as a traditional controller, I gotta say I'm a little less enthusiastic about it.

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Not because it's bad, it's a good controller. It's just a 100 US dollar controller.

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And I'm not gonna pretend like I can't afford one, but I'm also not gonna pretend that I would buy one of these

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when I could get just about two of these or two Fly Digis for the same price.

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How about you? If it was $60, I would buy day one.

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If it was $80, it would be like two weeks later.

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At $100, I think I'm out. And I'm willing to bet

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that's not really gonna be a hot take. But I also feel for Valve here.

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Can you imagine releasing hardware in this current market condition?

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When I chatted with Valve, they felt like the retail price for the controller

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represented the hardware and engineering that went into creating that.

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And I can't argue with that fact, but a controller's also about the feeling.

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And compared to the DualSense,

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that I would argue has a pretty equivalent amount of value wrapped up in its features.

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I would say that the DualSense feels better.

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Yeah. Okay, crazy theory.

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What if they made it $100 at launch to help make the Steam machine look like a better value?

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Whether it's $800, $900, $1,000, $1,200.

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I mean, who knows with the rampocalypse wreaking havoc on the market?

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If Valve could say with a straight face, yeah, but it includes a Steam controller

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with $100 value, maybe that's part of their thinking?

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I could see that. There's no way that that's the whole picture,

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but it wouldn't surprise me if that was part of the consideration.

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It also wouldn't surprise me if you segued. To our sponsor.

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If you guys enjoyed this video and you wanna check out some more controller content,

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why don't you check out that epic 16-way controller showdown

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that we made last year? Not only was it an efficient way to get impressions on over 16 controllers,

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it was also really fun. Are we doing another one soon? I want to, let's do it.

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I'd be down. There's been so much more advances, man. The controller space is moving so fast right now.

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So fast.
