Steam Controller: The current solution to the $99 gamepad’s biggest problem

The Steam Controller is about to launch, but one key limitation is already being debated ahead of release: the controller depends heavily on Steam Input. Combined with its trackpads and gyro controls, the software allows the gamepad to act as a mouse and keyboard replacement in many games. Outside Steam, however, this can lead to significant issues. If a game cannot be launched through Steam, important input profiles may be missing, meaning trackpads, gyro controls and mouse-and-keyboard emulation may not work as intended.
Anyone who wants to play games from GOG or the Epic Games Store usually has to add them manually to the Steam library as a “non-Steam game”, but this does not always work smoothly. Xbox Game Pass titles are especially problematic, as the Xbox app locks down many installations on Windows, meaning Steam often cannot access the files. Workarounds are already being discussed on Reddit.
The current solution: SISR
So far, SISR (Steam Input System Redirector) has emerged as the most promising workaround. The tool forwards Steam Input commands at system level and can present a virtual controller to the operating system. To a game, it then appears as if a regular Xbox controller is connected. The software is available on GitHub. However, it is not a perfect solution. Using SISR is likely to be fairly cumbersome and still requires Steam Input. In addition, trackpad input would probably not work.
Microsoft’s GameInput API could offer a cleaner solution
Given the price in particular, many Reddit users expect the Steam Controller to work without restrictions on other platforms as well. Microsoft’s GameInput API is being discussed as a technically cleaner solution. It is a modern input interface for Windows and Xbox that offers more options than the older XInput. In theory, more complex inputs such as gyro controls or trackpad input could also be mapped through it instead of emulating the Steam Controller as a simple Xbox 360 controller.
Without an official GameInput fallback from Valve, however, this would not be a finished solution, but rather a possible basis for future tools or drivers. It remains unclear whether Valve will provide a native solution soon. At launch on May 4, buyers will probably have to make do with SISR as a DIY workaround for the time being.























