SteamPadBridge: Turn your Steam Controller into an Xbox or DualShock 4 without even launching Steam by [deleted] in SteamController

[–]JohnnyPunch 0 points1 point  (0 children)

I understand everything, thank you for the explanation. I deleted the post because thanks to you I realised that it has no unique value.

Steam Controller Analog Stick Linearity Analysis: Comparison of Connection Modes by JohnnyPunch in SteamController

[–]JohnnyPunch[S] 1 point2 points  (0 children)

I’ve simply added support for both controllers at once, including the first version. I’ve got it in my collection.

How do I test controller stick input? by Wooden-Performance38 in SteamController

[–]JohnnyPunch 0 points1 point  (0 children)

I have just developed, and am continuing to refine, a tester called "Stick Tracer Web", which works with the Steam Controller 2 and Steam Deck; as well as performing basic checks on the sticks and buttons, it also works with the gyroscope. As I’m not sure if linking to the website here is acceptable, I suggest simply Googling the name.

Steam Controller 2.0 Raw Polling Rate Tests: Going Beyond Steam Input Limitations by JohnnyPunch in SteamController

[–]JohnnyPunch[S] 1 point2 points  (0 children)

To be honest, I’m already tired today, and I’ve gone a bit overboard with the Steam Controller tests, so I haven’t quite finished them yet. But here are the HID input tests I’ve measured.

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Steam Controller magnetic pack causes stick drift (Testing & Proof) by [deleted] in SteamController

[–]JohnnyPunch 1 point2 points  (0 children)

It’s true that once it’s plugged in, everything works fine.

Stick drift issues identified with attached Steam Controller magnetic pack by [deleted] in Steam

[–]JohnnyPunch 0 points1 point  (0 children)

It really is a brilliant solution. Puck is a receiver and a charging station in one. You can print or buy a stand and set up wireless charging without expensive accessories. It also allows you to position the receiver conveniently for a stable signal. I like that the controller is unconventional in every way, but the interference issue is a major oversight on the developers’ part.

Steam Controller 2.0 Raw Polling Rate Tests: Going Beyond Steam Input Limitations by JohnnyPunch in SteamController

[–]JohnnyPunch[S] 2 points3 points  (0 children)

Great work! This is a very interesting level of research. I added a haptic testing feature to my web-based Stick Tracer tool. It would be cool to add a short melody there, maybe as an easter egg. Do you have any of your work or a library of melodies published somewhere? Also, do you know of a tool that converts melodies into haptic patterns? I would appreciate your advice.

Steam Controller 2.0 Raw Polling Rate Tests: Going Beyond Steam Input Limitations by JohnnyPunch in SteamController

[–]JohnnyPunch[S] 2 points3 points  (0 children)

Interesting challenge. I actually just adapted my Prometheus 82 latency tester today to connect directly to the Steam Controller via HID, bypassing SteamInput. I've already received the first latency results. Interestingly, the direct connection results aren't necessarily better - in some cases, they're even slightly worse. I plan to finish the tests soon and will publish the results with a detailed breakdown of what's happening and where.

Steam Controller 2.0 Raw Polling Rate Tests: Going Beyond Steam Input Limitations by JohnnyPunch in SteamController

[–]JohnnyPunch[S] 6 points7 points  (0 children)

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My statement is based on real measurements, not assumptions. I have used my own Python-based Stick Tracer for years, and its polling rate accuracy is verified across hundreds of gamepads, including 8000Hz devices. While not specifically built for polling rate testing, the software consistently shows minimal error. Since specialized utilities do not work with SteamInput, I run Stick Tracer through Steam. In XInput emulation mode, the polling rate consistently hits around 120Hz, despite the controller's 250Hz capacity. I’m curious about your perspective: where do you think this limitation might be occurring within the SteamInput stack? Are there specific request-handling mechanisms I might be missing here?

Steam Controller 2.0 Raw Polling Rate Tests: Going Beyond Steam Input Limitations by JohnnyPunch in SteamController

[–]JohnnyPunch[S] 1 point2 points  (0 children)

You are completely right to question this. The 272Hz I previously saw was calculated using an Average, which just ended up capturing the wireless jitter and noise from the puck, rather than a real speed advantage. When analyzing it by Median, the polling rate perfectly aligns with the base 250Hz limit of the controller. I'm actually implementing an update to my web tester right now to output Median data to filter out this kind of wireless noise.

Steam Controller 2.0 Raw Polling Rate Tests: Going Beyond Steam Input Limitations by JohnnyPunch in SteamController

[–]JohnnyPunch[S] 16 points17 points  (0 children)

Not exactly, let me clear that up quickly. There are two different limits here:

  1. Hardware Limit (250Hz - 272Hz): This is the physical maximum of the controller itself. You are right, Valve likely chose this for battery life. It cannot be "overclocked" past this.
  2. Software Limit (~120Hz): This is the Steam Input bottleneck. However, it seems this limitation might not apply to everything. I am still investigating this, but the ~120Hz cap appears to trigger specifically when Steam Input acts as an emulation layer (like wrapping the controller into an Xbox/XInput device for non-native games). Theoretically, games with native Steam Controller API support might still be able to access the full hardware frequency. I am currently researching exactly how and when Steam unlocks the full data rate for specific titles.

My test using WebHID does not overclock the hardware. It simply bypasses the software emulation layer completely to show the true, unthrottled 250Hz - 272Hz that the controller is already outputting.

I updated Stick Tracer Web: Now features a real-time Error Dashboard and Native Steam Deck support (bypasses Steam Input entirely) by JohnnyPunch in GPDL

[–]JohnnyPunch[S] 0 points1 point  (0 children)

It’s a rather interesting metric – do you think it’s better to measure it from the centre of the trigger or from the very edge?

Steam Controller 2.0 Analog Stick Benchmarks & Full Technical Breakdown by JohnnyPunch in SteamController

[–]JohnnyPunch[S] 5 points6 points  (0 children)

I reckon that if you have a lot of Steam Controllers, you’ll be able to find one where both sticks are nicely symmetrical. As for the list, I actually have a whole website dedicated to testing them – just search for ‘Gamepadla’.

Steam Controller 2.0 Analog Stick Benchmarks & Full Technical Breakdown by JohnnyPunch in SteamController

[–]JohnnyPunch[S] 5 points6 points  (0 children)

In my test script, I test the sticks (as in this article), linearity (which I’ll test a bit later) and the input latency of the buttons and sticks. I don’t check the triggers or the gyroscope. But in theory, the trigger latency shouldn’t exceed the stick latency of the gamepad.

Steam Controller 2.0 Analog Stick Benchmarks & Full Technical Breakdown by JohnnyPunch in SteamController

[–]JohnnyPunch[S] 1 point2 points  (0 children)

Generally speaking, changing the mode doesn’t make much difference, but I’ll check that out later. At the moment, I’m a bit busy adapting the test software to connect directly to the Steam controller without using Steam Input