The Future (and Past) of the Unorthodox FPS Config

  Рет қаралды 5,672

Critical Input

Critical Input

5 жыл бұрын

A while back I wanted to try to build a new FPS config from the ground up, one that bares little resemblance to the industry standard that exists for gamepads. I landed on this Unorthodox Config that uses the triggers movement, only the gyro for aiming, and puts a radial menu on each touchpad. I explain how I got to that config and what the future of it looks like. (Steam Controller, Steam Input)
Sea King's Doom Video: • steam controller - gyr...
Timestamps:
0:05 - Intro
0:26 - Why Did I Make the Config
1:17 - What is the Config
2:12 - The Flaws of a Traditional Config
4:56 - The Flaws of the Unorthodox Config
6:06 - The Future of the Unorthodox Config
Script Available At: bryanrumsey.wordpress.com/201...
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#SteamInput #SteamController

Пікірлер: 37
@criticalinput
@criticalinput 5 жыл бұрын
For those wanting to try this out, here is the share link.This specific config is for CSGO but can be applied to any FPS. And there are "open" slots on the Right Pad Radial for game specific bindings like changing firing rate, using abilities, throwing grenades, etc. steam://controllerconfig/730/1639022297
@CrackCECKer
@CrackCECKer 5 жыл бұрын
you never cease to amaze me lmao nice animation also
@Huddy52
@Huddy52 3 жыл бұрын
Great stuff. We need professors with research grants for this type of stuff
@Huddy52
@Huddy52 3 жыл бұрын
As I typed that comment I noticed that you even hAve a works cited section. Nice
@Mizufluffy
@Mizufluffy 5 жыл бұрын
This was a really cool video. It's often really easy to use layouts you are the most familiar with such as movement on WASD, d-pad, left trackpad or analog stick and camera on mouse, right trackpad or analog stick. I usually tend to use bindings I'm already familiar with based on games I've played previously and then make some small adjustments on game basis. Trying to build up something completely new not bound by any current molds sounds not only challenging but also a lot of work because you kinda have to build your muscle memory too because you don't have anything to use as a reference. I liked the video because it shows how only your imagination is the limit when it comes to rebinding the SC and we don't need to be bound by common sense when we configure something new with it. Whether it works (well) is completely another issue. This kinda makes me want to give a closer look on my SC bindings for some games and see if I could get more out of it.
@criticalinput
@criticalinput 5 жыл бұрын
"a lot of work because you kinda have to build your muscle memory too because you don't have anything to use as a reference." That right there is the certainly the most difficult aspect of this. You never know if you've made a bad config or if you just aren't good with it yet. So it takes a good 5-10 hours of playing with a config before you can really deduce if it's your lack of muscle memory or something inherently poor with the config. As for imaginative config making, it isn't relegated just to the SC. I've tried to make a competitive FPS config for the DS4 and decided to mimic my SC config as closely as possible. But I ran into a huge issue with the gyro. On the SC I activate the gyro by touching the Right Pad but I can't do that with the Right Joystick of a DS4 -- it doesn't have cap sensing. So I needed to add a physical gyro activation button. And that started a snowball effect where I slowly had to redesign the entire config to accommodate that single binding. It's crazy how we can start with a single idea -- a single change -- and end up with a completely foreign controller concept in the end. But I think that process is integral to understanding not only what we want out of our devices but also what they are fully capable of.
@PotatoSebs
@PotatoSebs 5 жыл бұрын
Honestly, the main reason I absolutely cannot play Team Fortress 2 with the steam controller me stopping whenever I open up the PDA/disguise kit. Thanks for showing me how to try to make some better use with the available input methods. Though, I think it's gonna take some time to make an ideal config for all classes.
@criticalinput
@criticalinput 5 жыл бұрын
I really want to get around to making a TF2 config that has some class specific Sets but I've never gotten around to it. Maybe I should start on that next week and see what I come up with.
@extremegameplays7404
@extremegameplays7404 3 жыл бұрын
you can actually move while using the bumpers by turning your hands very slightly to press them with the sides of your index finger
@Refreshment01
@Refreshment01 3 жыл бұрын
Might as well ask... Do you have any videos of your performance when using mouse to move and aim at the same time pr can you share some impressions? i had this idea since the N64 controller about doing something similar but i've never been able to test that.
@ReddRambler
@ReddRambler 5 жыл бұрын
How well did your FPS config handle older FPS games, like your Quake/Doom etc where you have to make lots of 180 degree turns? Also how well does it handle a 6 degrees of freedom game like Descent? It seems like the config would actually work really well for that type of game. Like in Descent 2 having right trigger go forward and a full pull for afterburners just feels really cool
@criticalinput
@criticalinput 5 жыл бұрын
Older games work just fine due to the higher than normal sensitivity. I played some Quake Champions with it and did pretty good. The main issue stemmed from the controller moving a bit whenever I clicked the right pad (which is shoot) so I did much worse at Instagib than with my traditional config. It would work well for a 6dof game if Valve would ever unlock the gyro to simultaneously utilize analog output across all 3 axes. As it stands now pitch is always analog but for roll and yaw you have to choose one to be analog and one to be digital. As soon as Valve lets us assign analog to all three though I'm gonna be jumping into so many 6dof games, including the original Descent titles. As for the RT (soft) being accelerate and RT (full) being afterburners, a lot of people use that same idea for Rocket League (and other racing games, I suppose) so it's definitely a well-liked idea in the community. So I see it working very well in Descent as well.
@aderek79
@aderek79 5 жыл бұрын
I feel you on the trigger needing to be under your index finger. I've thought before that rather than a shoulder button, two back buttons would work better.
@criticalinput
@criticalinput 5 жыл бұрын
Dunno if you've been around the subreddit or Discord server lately, but a patent has been discovered for an SC with 4 rear grips (that can sense force/pressure). Fingers crossed, we might actually get a revision to the SC with this feature.
@user-xg5vg3wh8j
@user-xg5vg3wh8j 3 жыл бұрын
tuch is future
@Mernom
@Mernom 5 жыл бұрын
Did you try to mess with action layers? I used to play BDO, and it had a fairly interesting config that used the grip bottons to Change layers, which unlocked a lot more potential keys.
@criticalinput
@criticalinput 5 жыл бұрын
I did. But Layers, like Sets, cause a split second loss of input on Radial Menus. So I opted to use Mode Shifts whereever playable in this config since at least one radial menus is constant open.
@thepeoplesclub
@thepeoplesclub 5 жыл бұрын
I’ve just ordered a gaming mouse with 12 programmable buttons on the side. I’m going to use the steam controller in my left hand using keyboard bindings and the new mouse in my right hand. Terrible idea but I can’t aim at all lately. Getting too old.
@criticalinput
@criticalinput 5 жыл бұрын
I don't think the SC would be good for that based entirely on weight. Maybe you could go wired with a battery only in the left side to help, but I think you'll find your left hand cramping/fatigued quickly. In your case I would recommend a Logitech G13 or something similar and running the joystick through Steam Input. You'll get your analog movement but have a ton more keys accessible for your fingers and it should be more comfortable.
@thepeoplesclub
@thepeoplesclub 5 жыл бұрын
Thanks for the video and reply. It’s an experiment so I’ll see how my left hand copes. I can’t aim with the steam controller and end up going back to DS4 controller. If I can’t aim with a mouse then I’ll have to retire :)
@criticalinput
@criticalinput 5 жыл бұрын
@@thepeoplesclub What was the problem with the DS4? I've used it for Quake Champions before and did alright with a hastily thrown together config based on my SC config. Though the key to using both of these controllers is the gyro and I totally understand that that input isn't the most intuitive for everyone.
@thepeoplesclub
@thepeoplesclub 5 жыл бұрын
Critical Input I’m a lot better better aiming with DS4 than the steam controller. I’ve always been a console player and have muscle memory of gamepads. The last 12 months I’ve been playing on PC games for the first time ever due to cloud gaming. Hence I stumbled across the Steam Controller and your informative KZfaq vids. I think the aim assist I’ve always had on FPS online shooters and playing against PC players on a mouse have been a wake up call. I want to compete to a higher standard as on console I hold my own but PC I get destroyed. On my Son’s PS4 I’m still good :)
@bland9876
@bland9876 3 жыл бұрын
2:05 1. wtf you are not using the right pad click for your x key (use/reload) 2. The trigger stops ADS when you release the button even though you are still holding down the trigger part (soft pull). This is the only reason i do not use one trigger for both aim and shoot. Pistols are the best to see this with because they do not auto fire.
@thehoeslaper
@thehoeslaper 5 жыл бұрын
this whole video is what my brain does when ever i try to configure something then i cry
@EpsilonRosePersonal
@EpsilonRosePersonal 5 жыл бұрын
I suspect you might do better if you changed your definition of using the controller to it's maximum potential from "Use every button for a bind and cover as many functions as possible" to "cover every core function as well and as conveniently as possible, while also covering as many additional functions as possible." For example, a mouse bind and on gyro and right bad doesn't necessarily mean you're doing the same thing twice. That is, there functions are different even if their bindings are similar, because one can act as a primary means of aiming while they other provides corrections or a different style of aim for certain situations. Removing one of those binds might actually lose you a very core function while only making a few secondary functions slightly more convenient. I definitely hear you on not wanting to lose access to movement or aiming to use abilities though. That's a definite problem with some default configs.
@criticalinput
@criticalinput 5 жыл бұрын
That's a fair criticism. "Maximum potential" is certainly a subjective concept and I'm using it as shorthand to convey an idea that could be misconstrued based on personal definition. As an example, my definition is actually "use every button as a binding" but something closer to "use the SC's unique features in complex fashions," hence putting tons of bindings on each pad rather than just a single concept (movement, aiming). I will say that after using gyro only, it's at least as good as pad+gyro. My only issue was shaking the gyro while pressing the fire button. I'm sure I could build a config around the idea of gyro aiming and reducing the force needed to activate bindings, though I appreciate that the end result may not be morr efficient than a traditional config. In the end, I mostly toy with these ideas as experimentations, to see how far I can push the controller in conventional situations.
@EpsilonRosePersonal
@EpsilonRosePersonal 5 жыл бұрын
@@criticalinput yeah. Using every button use every feature in as complex a manner as possible is an interesting goal, and one that can teach you a lot, but I definitely wouldn't equate it to maximum potential, at least partially because I consider the SC's ability to simplify some things to be part of its potential. All of that said, I've never really found an aiming scheme that I was entirely happy with, though part of that is definitely down to my lack of skill in fps games. A detailed look at different aiming set-ups, their prose and cons, and how they can be tweaked might be really useful and a good use for the the maximum experimentation angle you were going with. At the very least, it might be a good way to objectively compare all the different schemes, tips, and tricks that get bandied around on the subreddit.
@criticalinput
@criticalinput 5 жыл бұрын
That's a great idea and something that I might do in the future when I find I have enough styles to compare. The only problem I have is that currently there is really only one control scheme for aiming based games and it's the industry standard. Some people use a gyro only varient of it but I see that as a branch of a scheme rather than a new one. I can keep making these oddball experiemental schemes but them I'm just comparing a ton of personal anecdotes based on personal configs and I'm not sure how useful that could be. I kinda wish more people experimented or, at least, there were more accepted schemes in the community.
@EpsilonRosePersonal
@EpsilonRosePersonal 5 жыл бұрын
​@@criticalinputI hate how writing responses in the youtube comments works. Ctrl+backspace deletes everything, instead of just the last word, and pressing backspace on it's own occasionally sends you to the previous page, losing giant posts in the process. Fun! Now that I'm done griping, let’s try again. First, I think you're conflating an aiming scheme with the config as a whole a bit too much. The industry standard for aiming is just stick control or mouse control; anything beyond that isn't really standard. However, a standard or non-standard aiming scheme won't generally make the config one or the other on its own. For example, if you took a default control scheme and switched it to gyro only aiming, but left most everything else the same, I'd still call it an industry standard scheme. Conversely, if you took your experimental scheme and switched it to joystick pad aiming (somehow), I'd still view it as pretty experimental, largely because how non-standard the movement is. As for what schemes are available, it's true that most share some similarities in how they're bound and what tools they use, but they also function quite differently and that difference in functionality is important. Off the top of my head, the different major branches are Gyro Only, Pad Only, Pad and Gyro (with one usually acting as a refinement on the other), and Gyro for Fine Aim/Pad for Gross Horizontal Only (or the Splatoon setup). You could probably also count pad-as-joystick variants and a few experimental options (like using the paddles for horizontal rotation), if you wanted. There are also a few core parameters that have a major effect on any setup, like how you calibrate the config and if you use things like smoothing, acceleration, or trackball mode. The important part is that each of those branches and major parameters define how you experience aiming in any config, while other modifications (like using trigger damping to create variable sensitivities or only turning on gyro while aiming down sights) tweak the core experience. Similarly, the other components in the config tend to function alongside the aim component, without directly changing how you approach it. I think a large part of why you don’t see more experimentation in aiming schemes is that they’re one of the most complex and variable elements of a config, while also being one of the elements that’s hardest to gauge. As such, I suspect most people stick with something they stumbled into early on and focus on refining it. A detailed and objective look at these different schemes could serve to give people a better idea of what’s already out there, how it might work for them, and what effects different elements tend to have on the final results, if they want to try building something new. That, and a unified way to talk about and judge these schemes, should go a long way towards encouraging more creativity. (Or, at least, make the user experience with the current schemes better.) If you want, I could help you come up with a decent experimental procedure that’ll produce more objective results, rather than just personal anecdote. I doubt it would crown one setup the best, always and forever, but that’s not really the goal.
@criticalinput
@criticalinput 5 жыл бұрын
@@EpsilonRosePersonal I certainly see your angle on this now. I was focusing too much on the bindings themselves and not on the feel -- specifically the way that aiming feels. Coming at it from that point of view yeah, there are plenty of configs to work with and is something that I'm excited about. Especially because, as you said, it could have the effect of being a catalyst to more conversations regarding fps configs. I would also be down to collaborate on such a project, but I wouldn't be able to pick up on it until later summer/early autumn. My summer is going to be dedicated to making a Steam Input Tutorial game. I'll be announcing it tomorrow on this channel. The idea is to create a game that teaches players how to manipulate Steam Input for various situations and I'll be utilizing Nintendo's tried and true 4-Step Level Design to reinforce the lessons learned.
@adrunkcaliburn457
@adrunkcaliburn457 5 жыл бұрын
or you could just play minecraft without a keyboard. like you do (left and right click are normal, m3 is inventory/crafting, m4 is walk forward, m5 is jump)
@criticalinput
@criticalinput 5 жыл бұрын
One handed setups are amazing and I'm glad people have the ingenuity to figure this kind of stuff out. For me though, I'll probably never touch a mouse again. Not only am I more precise with gyro aiming but mice stress my hand and wrist too much. After working with a mouse for 8 hours a day the last thing I want to game with is a mouse.
@adrunkcaliburn457
@adrunkcaliburn457 5 жыл бұрын
Critical Input agree to disagree i guess
@matiko13
@matiko13 5 жыл бұрын
Guy from link who played DOOM with only gyro aiming probably playing with aim assist so this is not only gyro aim playing :P
@criticalinput
@criticalinput 5 жыл бұрын
Sea King has used aim assist before -- I recall him mentioning it back when he first got the SC and played Serious Sam 3 -- but that Doom video doesn't look like aim assist to me. The melee attacks certainly have a lock-on effect -- which is normal -- but the aiming and general looking around tell me that he is using the Mouse Input Style, which wouldn't have aim assist. Not only that but there isn't any indication of any of the typical aim assist technologies being used. His aim isn't slowing down next to enemies when he sweeps over them and I saw a lot of shots that barely missed enemies which tells me there isn't any bullet magnetism in place. As far as I can tell, this is no aim assist used in this specific video of his.
@matiko13
@matiko13 5 жыл бұрын
@@criticalinput I writed this because aim assist in Doom loks like normal human aiming.
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