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Comparison 8BitDo Ultimate 2C Wired Controller vs 8BitDo Ultimate Wired Controller for Xbox

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8BitDo Ultimate 2C Wired Controller
8BitDo Ultimate Wired Controller for Xbox
8BitDo Ultimate 2C Wired Controller8BitDo Ultimate Wired Controller for Xbox
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Product typegamepadgamepad
Platform
PC (Windows)
Xbox
PC (Windows)
Xbox
Interfacewiredwired
Wired interfaceUSB-AUSB-A
Max. polling rate1000 Hz (1 ms)
Cable length2.5 m3 m
Technical specs
Number of buttons1516
Feedbackvibrationvibration
D-pad4 position4 position
Sticks
2
on Hall sensors
asymmetrical
2
asymmetrical
Bumpers42
Triggers
2
on Hall sensors
2
General
Materialplasticplastic
Power sourceUSB portUSB port
Port on the deviceUSB-C
Headphone output
Detachable cable
Weight200 g330 g
Color
Added to E-Catalogaugust 2024february 2023
Compare 8BitDo Ultimate 2C Wired Controller and Ultimate Wired Controller for Xbox
8BitDo Ultimate 2C Wired Controller often compared
8BitDo Ultimate Wired Controller for Xbox often compared
Glossary

Max. polling rate

The polling rate indicates how often the controller sends data about presses and movements to the system, usually measured in Hz, and it directly affects the sense of responsiveness. The higher the polling rate, the smaller the "time window" between your action and when it appears in the game, making control feel more precise, especially in shooters, fighting games, and rhythm games. However, the actual effect also depends on the type of connection: wired high frequency often provides more stable performance, while Bluetooth can be limited by protocol or power saving, so two identical game controllers may feel different in wired and wireless modes. Thus, if you play a competitive shooter, a higher polling rate helps "catch" micro-movements of the stick more accurately; for calm games, the difference might be barely noticeable.

Cable length

The length of the cable provided in the design or delivery set of the wired or combined controller (see "Connection").

In general, the meaning of this parameter is obvious: a longer cable gives more freedom of movement, but can create inconvenience at short distances. In fact, the length of the wire is important mainly in cases where a wired connection is used to play on a large screen: for comfortable viewing, it is desirable to be at a fairly large distance from such a screen. However, even in this case, a relatively short cable can be compensated for by the length of the wires going from the console (or other gaming device) to the screen, or even by connecting the set-top box to the screen wirelessly (many modern models have this capability). If the controller is used for a computer, this parameter can be ignored: the system unit or laptop is usually located in close proximity to the user, and even a fairly short wire is enough to connect.

Number of buttons

The total number of buttons provided in the design of the manipulator.

The more buttons — the more additional features you can "tie" to the manipulator, the lower the likelihood that during the game you will have to turn to other controls (for example, a PC keyboard). However, many game consoles (see "Platform Compatibility") provide a certain minimum number of buttons for a compatible gamepad — a smaller number simply would not allow full use of all the functions of the console. For example, the original PlayStation 4 controller has 11 buttons.

Note that the D-Pad (see below) is not included in this calculation: it is considered a specific control, although it is based on buttons.

Sticks

The number and location of analogue sticks provided in the design of the manipulator.

The analogue lever can be described as a "miniature joystick" — it is a protruding lever that can be deflected in any direction. Its purpose is generally similar to the D-Pad (see above), but the stick does not have fixed positions; this provides more "fine" control, which is very important in modern games. In addition, tilting it is often more convenient than pressing the D-Pad.

Separately, it is worth mentioning sticks on Hall sensors. The design of such levers is more reliable due to the absence of rubbing and contacting parts, and the position of the stick is determined by changes in the fluctuations of the magnetic field, which are monitored by appropriate sensors. Sticks on Hall sensors do not have “dead zones”, are devoid of the drift effect (misalignment), and wear out an order of magnitude slower. However, such solutions are not cheap.

This feature is most widely used in gamepads (see "Device type") — most of these controllers have at least one lever, models without sticks are already considered rare. In addition, such equipment, by definition, is installed in all arcade controllers; and analogue levers are also found in virtual reality weapons and motion controllers — it is very convenient to control the movement of the character through them.

...As for the location, it is indicated mainly for traditional design gamepads with a full set of controls, including 2 sticks. The most common options here are the left lever on top, the right one on the bottom ( like Xbox) or both levers on the bottom (like PlayStation). Much less common are devices where both analogue sticks are installed on top — this is, in particular, a regular gamepad for Wii U, as well as many models for mobile gadgets. And in some manipulators, a customizable (adjustable) arrangement of levers is provided: usually, the right stick in such models is fixed, and the left one can be installed from above or below, changing the format of the gamepad to suit your preferences.

Bumpers

Bumpers or shifts are buttons on the top part of gaming controllers. They are intended for assigning various actions in games and are also used for user interaction with menu interfaces and applications on a gaming console or computer.

These control elements are a characteristic feature of gamepads (see "Type") and are rarely found in other types of gaming controllers. Shifts are usually pressed with the index fingers when the user holds the gamepad. Often, bump buttons can perform various functions depending on the game (for example, weapon switching, run mode, etc.), and they are also used for navigating between sections of the user interface. In any case, bumpers add additional control options for the player.

Triggers

Auxiliary controls located on the top of the gamepad on the back of the case. Triggers are pressed using the player's index or middle finger.

Classic gamepads and joysticks have triggers. used to control various actions in games (for example, accelerating a car in racing, shooting in shooters, etc.). Moreover, in some models it is possible to press the trigger halfway for conditional aiming in the game or fully to fire at opponents. Also, such buttons can have a feedback function via vibration. The vast majority of triggers are based on potentiometers (variable resistors), less often on Hall sensors, which monitor changes in magnetic field fluctuations and do not have rubbing parts in their design (but are also more expensive).

Triggers are arranged somewhat differently in overhead gamepads for smartphones (see “Type”). Often, such controls are equipped with trigger-type mechanisms and moving contacts that are sensitive to the touch layer of the screen, which touch a certain area of the display when the triggers are pressed. Depending on the layout in the game, different control functions are supposed to be assigned to the triggers (shooting, aiming, squatting or jumping, etc.).

Port on the device

The connector on the device's body for connecting a removable cable; it is found in both wired models and wireless models with a battery, where this port is used for charging the device and, if necessary, for operating "wired" without delays.

microUSB. One of the miniature versions of the USB connector, still popular in gadgets despite the emergence of the more advanced USB-C. It has relatively modest capabilities (in particular, it is inferior to USB-C in terms of maximum possible charging power), but this point rarely proves critical. Meanwhile, there is a vast number of microUSB cables and chargers available.

USB-C. A relatively new type of USB connector that is rapidly gaining momentum. Like microUSB, it is miniature in size but features a more convenient reversible design and extended capabilities, particularly the ability to transfer higher power, which positively affects charging time.

Detachable cable

The presence of a detachable cable in the design of the gaming controller.

This feature is found exclusively in models with the option for wired or combined connection (see "Connection Type"). Such a design feature allows replacing the original cable with another: this can be useful if a longer cable is needed, or if the included one was damaged. Additionally, detaching the cable simplifies the storage and transportation of the gaming controller.