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Comparison Logitech Wireless Gamepad F710 vs Logitech Extreme 3D Pro

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Logitech Wireless Gamepad F710
Logitech Extreme 3D Pro
Logitech Wireless Gamepad F710Logitech Extreme 3D Pro
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Main
Mixture of DualShock and Xbox gamepad design. Separate button for switching between XInput and DirectInput modes.
Product typegamepadlever
Platform
PC (Windows)
PC (Windows)
Interfaceradiowired
Technical specs
Number of buttons1212
Feedbackvibrationis absent
D-pad4 position
Sticks
2
both from below
 
 
Bumpers2
Triggers
2
1
Draft regulator
General
Materialplasticplastic
Power source2хААUSB port
Color
Added to E-Catalogdecember 2010november 2008

Product type

General type of manipulator.

Classic types of game controllers include joystick, gamepad ( in single or pair configuration) and steering wheel (including additional steering wheel (without base)). Also quite popular are motion controllers, over-ear gamepads , triggers. However, in addition to this, nowadays you can find many more specific varieties: aviation wheels and devices, pedals (for cars or for aircraft), controllers in the style of arcade slot machines, virtual reality weapons and overhead gamepads for smartphones. Here is a more detailed description of each of these varieties:

- Gamepad. Standard type of manipulator for modern desktop gaming consoles; however, it is often used for other gaming platforms, including mobile ones. Actually, in our time we can distinguish two types of gamepads - for desktop consoles and for mobile gadgets. The first type is small control panels with a set of buttons, levers and other similar elements. When used, such a “remote control” is held with both hands, and the controls are placed in such a way that they can be rea...ched without changing (or almost without changing) the grip. In turn, gamepads for mobile gadgets are distinguished by the presence in the design of a mount for such a gadget; For more information about mounting methods, see “Attaching a smartphone.” We also note that the simplest overhead gamepads do not fall into this category; they are listed separately in our catalog (see below).
In any case, regardless of specialization, gamepads are the most popular type of gaming controllers these days. This is primarily due to versatility: such controllers can be used for a wide variety of gaming genres. But the features of equipment and functionality of different models should still be clarified separately.

— Two gamepads. Two identical (or almost identical) gamepads in functionality, supplied in one set. For gamepads in general, see above; and such a configuration can be convenient for the reasons that many games (especially console ones) allow the simultaneous participation of two players, or are even designed for this format from the very beginning. On the other hand, the need to separately buy two input Devices at once arises quite rarely, so this option is not particularly popular nowadays. Paired gamepads are most often connected in a wired serial manner, via a single cable (see “Connection”), although there are also more traditional options (separate cables, radio, Bluetooth). We also note that a rather specific version of this variety is the standard Joy-Con controller for the Nintendo Switch: it belongs to this category, but can also be used as a single device (for more details, see “Compatibility with platforms”), and also has the functionality of a motion controller (see below).

— Joystick. A gaming controller, similar in design to an airplane control stick: it is a characteristic lever for one hand, supplemented with buttons and other controls (at least on the lever itself, and often also on the base). Actually, most modern joysticks are designed mainly for flight simulators and other similar genres (space flying games, etc.); It is not very convenient to use such input Devices in other types of games, although, in many cases, it is technically possible. For additional realism, the joystick can be supplemented with a separate engine control handle (see “Traction Control”), and in the most advanced models, also with pedals. At the same time, we note that if the control lever and the thrust regulator have extensive capabilities, they can no longer be classified as joysticks, but as steering wheels (also see below).

- Steering wheel. Traditional round steering wheels like car wheels, intended mainly for racing and other car simulators. Theoretically, such a controller can also provide an “aviation” mode, with the possibility of using it similarly to a steering wheel (see below); however, in practice, for a number of reasons, such combined devices are almost never found. Steering wheels, even relatively simple ones, are supplied complete with a base - the “brain” center of the game controller. For maximum realism, you should choose models for which a rotation angle of at least 900° is declared (for more details, see “Turn the steering wheel”). However, simpler solutions are quite suitable for beginners and undemanding players.

— Additional steering wheel (without base). Steering wheels supplied without pedals and gear shift system. This option will come in handy for those who do not need additional equipment or who would like to choose it at their own discretion.

— Motion controller. Manipulators designed to control the gaming process through user movements. They usually have buttons and other traditional controls, but it is primarily the movements tracked by the paddle that play an important role. A modern motion controller is usually a remote control held in the hand; this is quite enough to simulate a wide variety of gaming actions: hits and blocks in hand-to-hand combat, movements of a tennis racquet, swing of a golf club, throwing a bowling ball, etc. Such controls make the gameplay not only interesting and varied, but also more healthy - instead of sitting still, players move quite actively. The action of the motion controller is usually based on the use of mechanical sensors - an accelerometer and a gyroscope; Some models may include additional features to improve accuracy, such as the glowing orb in the Sony Move Motion Controller for PlayStation.
It is also worth noting that the Move Navigation Controller from the same Sony is usually classified as motion controllers: it does not track hand movements, however, it was originally intended for use together with the Move Motion Controller and is not intended to be used independently.

— Controller for arcades. A specialized manipulator that simulates the control panel of an “arcade” gaming machine. As a rule, such a manipulator combines a joystick (more precisely, a simple lever without buttons) to control movements and gaming buttons for various character actions. The main buttons are usually provided from six to eight - this allows you to cope even with quite complex games. In accordance with the name, devices of this type are intended primarily for games ported from slot machines (and other platforms with similar control mechanics), however, with certain tricks, a similar controller can be used in other genres.

— Virtual reality weapons. Manipulators that imitate hand weapons - most often pistols, sometimes machine guns or rifles. In general, two types can be distinguished among such models. The first is controllers used in conjunction with VR glasses in shooting games: they can enhance the immersion effect. The second type is models for smartphones and mobile games, including tech using augmented reality (AR). A smartphone installed on a special delivery plays the role of a gaming screen in such weapons; turns and tilts are tracked by smartphone sensors, and the controller itself is responsible for shooting, as well as, in most cases, for navigation and additional actions. For this purpose, appropriate controls are often provided directly on the “weapon” - levers, D-Pads, etc.

- Steering wheel. Steering wheels are most often referred to as advanced controllers intended for use in flight simulators. Such devices are designed for maximum realism, in some cases they even directly copy the controls of specific aircraft models; and the controls are used by both enthusiasts and professional pilots for training on advanced simulators. Note that such a controller can be based on both the steering wheel itself (characteristic “horns”) and the handle; the latter option differs from conventional joysticks (see above) in having more extensive functionality. And in general, devices in this category are characterized by fairly advanced equipment. So, even in the simplest models, it includes at a minimum a thrust control (which can consist of several levers - for several engines or several different engine parameters) and an expanded set of buttons and switches - both on the wheel/stick and on the thrust control. Pedals may also be included in the package. But displays and instrument panels, which allow you to assemble the most complete simulation of a pilot’s cockpit, are mainly sold separately; For more details, see “Device for flight simulators.”

— Device for flight simulators. Additional instruments and controls designed for use in conjunction with yokes or joysticks (see above) in high-end flight simulators. Such devices can simulate a dashboard with various dials, digital and signal indicators, levers for controlling thrust, propeller pitch and mixture, toggle switch panels, etc. By adding the necessary devices to the steering wheel or joystick, you can create a fairly accurate imitation of an aircraft cockpit. On the other hand, such equipment is expensive, is supported by a limited number of simulators, and can significantly complicate management. Therefore, it is designed mainly for skilled and demanding users - professional pilots and advanced enthusiasts.

— Overhead gamepad. A special type of gamepad (see above), intended for use with mobile devices (primarily smartphones) and having the simplest possible design. Such controllers do not even connect to the gaming gadget - they interact with it in a purely mechanical format, through interaction with the touch screen. To do this, the clip-on gamepad usually has two triggers, each of which is connected to a special moving part above the smartphone screen; when you pull the trigger, the corresponding part lowers towards the screen, simulating the touch of a finger. This allows the player to use 4 independent touch points at once - two under the thumbs, two under the mechanical “rockers” powered by triggers. And some models are actually holders for smartphones that don’t even have mechanics. And even in more advanced solutions, any electronic components are either completely absent or perform auxiliary functions: for example, there are overhead gamepads with built-in cooling fans and/or with a power bank mode for recharging a smartphone.
Note that such input Devices can only be used in games that are either initially designed for such controls (a typical example is PUBG Mobile), or allow you to change the location of controls on the screen and place individual on-screen buttons under the mechanical “fingers” of the gamepad.

- Triggers. Controllers for use with touch screens of smartphones or tablets. Attached to the end of the mobile device body, they provide a comfortable hand position when immersed in gameplay. Triggers are often equipped with trigger-type mechanisms and touch-sensitive moving contacts that touch a specific area of the display when the triggers are pressed. Depending on the layout in the gaming, triggers can be assigned functions of shooting, aiming, assistance in movement, etc.

— Pedals. Separately sold pedals designed for automotive or aviation simulators and used, respectively, in combination with steering wheels or joysticks/wheels (see above). In “car” models, the pedals themselves can be either two (gas and brake) or three (a complete set, including the grip), they can vary in size; in turn, aviation pedals are, by definition, paired and symmetrical. As a rule, specific specialization and compatibility with certain main controllers is specified in the official data for such a device; This information should definitely be clarified before purchasing.

Interface

The way to connect the manipulator to the gaming device.

In general, such methods are divided into wired(in a conventional or serial format), wireless(radio, Bluetooth, or even both at once) or combined(a combination of wired and wireless formats in one model). Here is a more detailed description of the different options:

— Wired. The classic wired connection is a very popular option, especially among PC/Mac controllers and desktop consoles (see "Platform Compatibility"). But for portable gadgets, it is practically not used (and for AppleTV it is not used in principle). A wired connection is usually carried out via a USB connector, but other options are possible (again, depending on the supported platforms). The main disadvantage of controllers of this format is the limited freedom of movement; this is especially true when playing on a large screen, when you need a considerable distance from such a screen for comfortable viewing. On the other hand, wired accessories are noticeably lighter and cheaper than wireless ones, and the vast majority of such models receive energy from a USB port or a network (see "Power"), so the operating time is unlimited (although there are some exceptions). And the length of the cable is not so often critical: for example, a steering wheel or joystick mounted on a table right in front of the computer usually does not need a lon...g cable, and accessories for desktop consoles usually make the cable quite long.

— Wired serial. A variation of the wired connection described above, in which the controllers are connected in a “chain” through one port: one manipulator is connected to the gaming device, and the second to the first manipulator. In general, this is a rather rare option, used only in some paired sets of gamepads (see "Device type"). However, in some cases, such a connection turns out to be more convenient than the traditional one: it allows you to reduce the number of wires stretching to the set-top box.

— Wireless. The main advantage of all types of wireless connection is obvious: the absence of a cable, which limits mobility and can create inconvenience. And for motion controllers (see "Device type"), this option is, in fact, the only possible one at all (otherwise it would be at least problematic to use such a manipulator). In addition, it is wireless communication (for a number of reasons) that is most convenient for working with portable gadgets — smartphones and tablets. At the same time, the range of such a connection is usually sufficient to work at least within a large living room, and more often at greater distances. On the other hand, wireless controllers are noticeably more expensive than their wired counterparts. In addition, most of them use autonomous power (batteries or accumulator), which limits the time of continuous operation. And although this time can be quite significant, and batteries (and some batteries) can be quickly changed, you still cannot do without interruptions in work, and the charge may end at the most inopportune moment. The exception is some models with mains power, but they have a wire, in turn, “binds” the device to the outlet. As for specific methods of wireless communication, nowadays there are such options:
  • bluetooth. Connecting via Bluetooth is convenient primarily because many modern gaming devices initially have built-in modules for such a connection. The list of such devices includes, in particular, almost all desktop consoles, smartphones, tablets and laptops, as well as many advanced PCs (including all Mac computers). Thus, the controller can be made compatible with numerous different devices, and most often no additional adapters are needed for the connection itself. However, if necessary — for example, for a desktop computer without Bluetooth — such an adapter can be purchased separately. With all this, the connection is carried out in the radio range and does not require direct visibility, and its range in open space is standardly at least 10 m (and often much more).
  • Radio. Non-Bluetooth radio connection (see above). The specific features of such a connection largely depend on compatibility with gaming platforms (see above). For example, native radio standards are used by many desktop consoles, and connections to such devices are often made directly, without additional equipment. In turn, controllers with the ability to work on a PC (Mac) are equipped with special adapters, usually connected via USB (in this case, such models can also support a direct connection to the game console). But for mobile gadgets, this method of communication is not used — in this case, the Bluetooth described above is more justified.
  • Bluetooth / radio. Ability to work in any of the options described above. All such controllers are made immediately for several platforms — consoles (of a particular series), mobile devices and computers; the specific combination of these options can be any, but there is always more than one. However such versatility significantly affects the cost, so in general there are very few models with such a connection. However, if we take not variety, but the total number, then this method is not as rare as one might think — for example, it is provided in the “native” gamepad for Xbox Series S / X consoles of the 2020 model.
— Combined. The combination of a wired connection with support for wireless standards — Bluetooth, radio, sometimes both at once. The features of each of these options are detailed above. And the combined format of work theoretically provides maximum versatility, allowing you to choose the best connection method for different situations. However, in fact, the specifics of the work of such accessories may be different — depending on the compatible platforms and even the features of individual models. For example, some combination controllers use different connection methods for different devices — for example, wired for a PC and radio for a desktop console. Others work mostly wireless, with the cable used to recharge the battery while playing (or when you need to save battery for later). Still others may combine these formats, etc. Anyway, such nuances should be clarified separately. The same goes for general connection features: for example, the "wired / radio" option in a device for PC and consoles can mean both the presence of a wireless USB adapter and the inability to wirelessly connect to computers.

Feedback

The type of feedback provided in the design of the manipulator (if any).

Feedback is the reaction of the manipulator to certain events occurring in the game. This reaction enhances the "immersion effect", giving the player the impression that he is holding on to a real airplane handle, car steering wheel, etc. It can be like this:

Vibration. Feedback in the form of vibration allows you to simulate, for example, shaking from off-road driving, aircraft trembling when firing from airborne weapons or entering a turbulence zone, etc.

— Power. Force feedback controllers are able to create some resistance to the efforts of the player — for example, to simulate the difficulty in turning the steering wheel when the wheels are stuck in the mud.

— Vibration / power. Controllers that support both types of feedback described above. This option is the most advanced and at the same time the most expensive.

D-pad

The presence of the D-Pad manipulator in the controller design; the type of such a manipulator can also be specified here.

D-Pad is used to move the character, cursor, etc. in strictly defined, standard directions. In some cases, this can be more convenient than using analogue levers that tilt to either side (see below). As for the varieties, nowadays there are such options:

— 4-position. The classic D-Pad, which appeared at the dawn of game consoles and does not lose popularity nowadays. Available as a set of 4 buttons in a distinctive cross-shaped layout, or as a single solid "multi-sided" button. Anyway, such a device provides 4 fixed directions: up, down, right, left. But to move diagonally, you need to select 2 corresponding directions at once; this is not always convenient, so in this regard, 4-way D-Pads are considered somewhat less practical than the 8-way ones described below. On the other hand, they are also quite functional, while being simpler in design, reliable and inexpensive; and strictly diagonal movements are not required as often as horizontal and vertical ones. So this type of D-Pads can be found even in accessories for the latest generations of game consoles.

8-position. A variation of the D-Pad, in which 4 standard directions (2 horizontal, 2 vertical) are supplemented by 4 intermediate — diagonal. In this case, we are usually talking about full-fledge...d fixed positions of the manipulator; in other words, to move diagonally, you need to click not on two standard directions, but on one intermediate one. The classic design of this type of D-Pad is a multi-sided button, which is the most suitable option in this case. However, this variety also includes some solutions for 4 separate buttons — provided that these buttons are placed very close, and pressing two at once with one finger is not difficult. Anyway, 8-position manipulators are somewhat more expensive, but more convenient than 4-position ones.

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.
...r> 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 shifters are buttons on the top of the body of gaming controllers. They are supposed to be assigned various actions in games, and they are also used for user interaction with the menu interface and applications on board a gaming console or computer.

Such controls are a characteristic feature of gamepads (see “Type”) and are almost never found in other types of game controllers. Shifts are pressed, usually with the index fingers, when the user is holding the gamepad. Often, bump buttons can perform different functions depending on the game (for example, switching weapons, running mode, etc.), and they are also used to move between sections of the user interface. In any case, bumpers add additional control options to 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.).

Draft regulator

The presence of a thrust regulator in the manipulator. Such a controller can be made directly on the manipulator itself (for example, next to the main handle of the joystick) or as a separate device. It is typically a crank similar to an aircraft engine control stick and is used in flight simulators to control engine thrust; adjustment is carried out by moving the handle back and forth. In the most advanced regulators, there may be several such handles, which allows you to control not only the thrust, but also, for example, the pitch of the screw; such detail is especially appreciated by fans of high-class simulators and professional pilots who use a computer as a simulator. However, most thrust controllers are quite simple and are designed not so much for realism as for convenience in fast-paced games.

Power source

The power source used by the gamepad.

This parameter directly depends on the type of connection (see "Connection"). So, power from a USB port or network (power supply) is provided mainly in wired models, and devices with wireless connectivity (both purely wireless and combined) are almost guaranteed to use a battery or batteries. Here is a more detailed description of each of these options:

— USB port. Powered by a USB port — usually the same one through which the controller directly interacts with the console, PC or other gaming device. This method of connection allows you to do without unnecessary wires. On the other hand, USB power is relatively low, which makes this option poorly suited for controllers with powerful feedback systems (in particular, advanced steering wheels) — you have to use separate PSUs with such accessories (see below).
Also note that this power supply method is also found in separate wireless models — usually controllers for mobile devices that interact with the gadget via Bluetooth, and are powered from the USB port of the same gadget. This format of operation allows you to do without batteries in the controller itself, however, it additionally consumes the charge of the main device.

— Network. Powered from a conventional outlet using a separate power supply unit (PSU). Mainly used...in high-end wired wheels (see Device Type) that require high power for feedback systems to work effectively. Theoretically, this option is not very convenient, as it requires the search for an additional outlet; however, in fact, this usually does not cause any particular difficulties (in extreme cases, you can use an extension cord).

— Accumulator. Powered by a built-in battery that does not belong to standard sizes (unlike batteries), and often also non-removable. This is the most popular way of powering wireless manipulators nowadays. Its main advantage over batteries is that this option does not require extra money and effort: the battery is initially included in the package, you do not need to buy it separately, and when the charge is exhausted, it is enough to charge the controller. However this procedure requires a certain time; however, the time for a full charge rarely exceeds a couple of hours, while the operating time can be measured for days (although there are also more modest figures). In addition, many controllers can be used without unplugging the charger; this somewhat limits mobility, but this moment is usually not critical.

— Batteries (AA, AAA). Powered by replaceable cells of a standard size — usually "finger" AA or "little" AAA. The number of elements used can be different; however, the general features of such a power supply are the same in all controllers. On the one hand, the batteries allow quick replacement, which allows you to play with a minimum of interruptions: when the charge is exhausted, it is enough to simply install fresh batteries instead of dead ones. At the same time, the user has a choice: either regularly buy disposable batteries, or invest in rechargeable batteries with an external charger. And if you purchase two sets of such batteries, you can keep one set on charge while the second is in use. On the other hand, the use of batteries is inevitably associated with additional costs: batteries are usually not included in the kit, and they must be purchased separately before the first use. As a result, this type of power is used much less frequently than batteries, although it can also be found in fairly advanced and well-known devices — in particular, regular gamepads for Xbox 360, Xbox One and even Xbox Series X|S.
Logitech Wireless Gamepad F710 often compared
Logitech Extreme 3D Pro often compared