this post was submitted on 15 May 2026
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Linux Gaming

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[–] Nibodhika@lemmy.world 1 points 18 hours ago (1 children)

I'm going to ignore most of this because we're going in circles.

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).

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

[–] potustheplant@feddit.nl 1 points 15 hours ago* (last edited 6 hours ago) (1 children)

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.

[–] Nibodhika@lemmy.world 1 points 2 hours ago

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-steam and 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.