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this post was submitted on 15 May 2026
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Linux Gaming
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It can literally just be your desktop's keyboard and you'd only need to pick it up if you need it for something specific. So you don't need to buy anything extra and you don't need to keep it charged.
Except that I do? Because I would be able to use the controls on my steam deck. However, using my keyboard and mouse is not something I'd consider to be less practical.
You can use them in a basic manner. Shortcuts, on-screen kb and other stuff don't work.
I literally looked at system monitor and got the number from there. I can share a screenshot if you want.
Proper drivers can be purpose built. You don't need a mega driver that can work with any controller in existence. It just needs to work for the Steam Controller. Have you never manually installed a driver? Because it sounds like you don't understand what a driver is.
That's precisely what bothers me. Steam isn't subsidizing their hardware because buying it makes you more likely to use the store and give them more money. They're charging full price AND forcing you to have the Steam client open. It's shitty.
Again, they already got your money when you bought the controller. They wouldn't be losing anything.
Literally yes? They sell games that are DRM free. You can buy the game and never open GOG Galaxy if you want. You can add it to steam or do whatever you want. Because you already bought it and you decide how to use it, not them.
That's exactly what they should provide. Something completely standalone that lets you use the controller where you want and however you want.
Now that is rich. It was done the way it was done because they want to force you to use the entire client, and you said it yourself. There's no technical limitation.
Releasing it separately? Yes. However, you literally said "Could Valve have released an open source version of this?" and those are very different things.
If I were using Windows for example, I would download SteamControllerDriver.exe and, after installing that, the controller would work with all of its features enabled in any game I run in any client (or no client at all if it's DRM free).
I'm sorry but you don't strike me as someone that either respects their own rights to **actually **own what they bought and paid for, nor someone that knows what they're talking about. So I'm out, bye dude.
I'm going to ignore most of this because we're going in circles.
What is all of its features to you? It already sends different inputs on all of its different buttons and sensors, games can receive those inputs they're just weird because they're not what you expect them to be. If it were to behave like a controller it wouldn't allow you to send mouse or use the back buttons or trackpad since controllers don't have this, so you would be losing of features. The only way to access those features is to have an intermediate layer doing the remapping and translation, which is why I said that the Steam controller doesn't make sense without SteamInput.
And the thing that you're missing is that in order to allow the community to easily build that software (which it has been done for the OG controller) the controller needs to behave exactly the way it does. If it were to map itself to a controller on a hardware level so that the OS picks it up as a controller then it would lose the ability to be remapped. Take most other controllers with back buttons out there and try to write a driver for them that allows you to use the back buttons and you'll understand
Yup, definetely going in circles. You keep saying "the controller meeds a special driver to work" and I keep saying "yeah, but there's no need for it to be tied to the steam client", because there isn't.
No, there isn't a need for a naive controller driver to be part of steam. So much so that in fact it isn't, the driver on Linux is called
hid-steamand it's open source and was developed with help from Valve, which is why the controller works even outside of Steam.What you keep missing is that the default behavior is purposefully that of a mouse+KB because it's what makes sense. Go ahead and plug the controller on a Linux machine and you will be able to use it as a mouse, click on a game to launch it, then it will become a controller when the game tries to grab it (unfortunately some games try to be smart about this and fail miserably and don't detect it), but a naive one, similar to the Xbox controller, you'll miss the back buttons, touchpads and extra sensors because most controllers don't have them, and without SteamInput to remap those on the fly you'll be left with whatever the game decides to handle, which is usually just an Xbox controller. That SDL thing you linked gives a way for games to handle those extra inputs, but it's still relying on the open source driver that's already there, and it depends on the game to use it.
You're not asking for a driver, you have that already, you're asking for SteamInput to be released separately from Steam, which is a weird ask. SteamInput is a product that Valve develops to bring people to Steam and allows to remap any controller to any input, nothing stops people from making an alternative to it, but expecting Valve to release it separately is weird.