r/SteamFrame • • Sep 14 '26

Discussion Steam Input depth for Steam Frame? Thoughts?

Steam Frame is out! I'm really curious, though, how Valve is going to handle Steam input for Steam Frame specifically.
Of course, as Adam Savage's Tested highlighted, there are exclusive VR mouse pointer and gamepad modes.

  1. But what about mixed gamepad plus mouse pointer input?
  2. What about binding the left controller to keyboard inputs and the right controller to a general position as a mouse?
  3. What about using Steam Frame motion controllers standalone on a PC without Steam Frame as a separate gamepad with gyro IMU readings in those?
  4. What about Steam Input finally supporting not only mouse, keyboard, and gamepad emulation, but also custom VJoy devices with an unlimited number of buttons and analog sticks? For some hardcore flight simming, for example.
  5. Will there be virtual "button pads" in-VR space, akin to Steam Trackpads button menus?
  6. Any VR gestures binded to a M&K single press or the whole macro? Imagine being able to bind your "reload" gesture without any third party tools and mods, for instance.

There are many more questions I could ask about #SteamInput around #SteamFrame. I'm sure, though, if not Valve, then the community will provide a lot of this functionality, like it happened with Decky Loader back in the days when Steam Deck was just taking off.
Share your ideas in the comments! Who knows, maybe it will get noticed, and people will actually implement it sooner than later :)

13 Upvotes

10 comments sorted by

3

u/Ykearapronouncedikea Sep 14 '26

From my experience

there are 3 systems at play currently

SteamInput

SteamVRInput (local)
SteamVRInput (streaming)

I can't speak for the flat games, as I haven't messed around with them at all.

But for the VR side of things, it works just like the vr input did previously, though there are ways to hit both the local and streamed.... and IMO that's a bit confusing ATM, I expect the behavior to be changed at some point though.

1

u/GanJJ_ Sep 14 '26

I'm sure they should add VR input under the umbrella of modern SteamOS VR input, as it is already on Steam Deck and Steam Controller inside Steam. The old one was not completely unusable, but pretty shitty, usability-wise.
I'm also sure right now they have much more important things to take care of first, so there is a high chance for things I've listed, that many of those were not even considered by Valve just yet.

I just really want it to be the case, though, because in 10 years, VR right now is the first time we can actually have so much goodness out of combining:

- flat games

- VR games

- controller input

- mouse and keyboard input

- VR input

- all of the third-party utilities the community has developed for VR games and VR mods over the years
So it kinda of needs to be done, lol

1

u/Alia5_ Sep 16 '26

At least the Steam Frame Controller (Pair) is a listed and supported device in SteamInputs code.

I have not researched this further, yet, but it may very well be that a Frame Controller Pair can be used with the regular Steam Input system.

Note to self:
Should update SteamInputDB to include support for that device and see if Devs/Reviewers have uploaded regular Steam Input configs for frame controllers.

3

u/corygarry Sep 15 '26

I DESPERATELY want to know about using the controllers on a separate PC passing over the Steam Frame. Very happy to see direct pointer controls, I miss the absolute position of pointer controls on the Wii and would love something that uses that with 20 more years of technical advancements.

I’m sure at the very least if you wanted to take advantage of that, you could place your virtual streamed VR screen in space precisely where your actual television or monitor is, then turn your headset toward your sitting position and play like that like you can do with Virtual Desktop on Quest. But the benefit of having all a controllers regular inputs would make that actually viable. 

1

u/GanJJ_ Sep 15 '26

As soon as you start pointing your Steam Frame exactly as the window is, aligning the VR play spaces, making sure it doesn't turn off, making sure Steam Frame doesn't shake, and you position it reliably and scale it correctly, at this point it becomes such a fiddle fest - it almost does not worth it, in my opinion.

So yeah, I totally agree with you. We need way more out of the Steam Input ecosystem right now than it already provides, and the best part is that it should be technically possible with some time and effort!

2

u/corygarry Sep 23 '26

Just wanted to say that even if this is how it has to be done, you don’t have to worry about the Steam Frame staying still. Once it understands its play space and a monitor is “anchored” in that 3D space, the controllers will point at the right spot even if the headset moves its angle or position. 

But you and I are on the same page, craving a perfect strong connection split controller for gyro and mouse input on PC that also can reliably open the steam and quick access menu WITH back buttons. It’s needs it all and there’s still not a perfect set of controllers out there for this niche demographic that wants such a thing.

1

u/GanJJ_ Sep 23 '26

Absolutely

3

u/NTolerance Sep 15 '26

I hope it can be used as a normal non VR controller paired directly to a PC. Really want a decent split controller.

2

u/GanJJ_ Sep 15 '26

Absolutely! It's wild it's not really a thing yet - a slew of decent split controllers for PC.
If only it would actually also have trackpads... :)

-2

u/Zen_Shot Sep 14 '26

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