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05.2024
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Game Controllers: specifications, types

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 racket, 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.

Platform

Game platforms that the manipulator is compatible with.

A gaming platform can be described as a list of devices with which a given model can be used. Nowadays, you can find controllers for the following types of platforms:

— computers: PC (PC), mainly under Windows, as well as Mac from Apple ;
— desktop game consoles: Playstation ( PS2, PS3, PS4, PS5), Xbox, Nintendo ( Wii, Switch);
— portable devices: primarily smartphones and tablets for Android and iOS ;
— other specific types of devices (in particular, Apple TV set-top boxes).

Note that many models are made compatible with several platforms at the same time. And here is a more detailed description of each of the options mentioned above:

— PC. In this case, PC refers to PCs — desktop computers and laptops running Windows, and sometimes also other operating systems, primarily Linux. Only devices under macOS from Apple are not included here, they are placed in a separate category. Anyway, wired manipulators for PC (see “Connection”) usually use the USB interface, wire...less ones use Bluetooth, less often radio.

— Android. Portable gadgets running Android OS. Note that such compatibility is found not only in specialized overhead gamepads and virtual reality weapons (see "Device type"), but also in more traditional manipulators — primarily classic gamepads. At the same time, connection features and compatibility with specific gaming devices may be different, it depends both on the type of controller and on more specific features. So, traditional gamepads are usually connected via Bluetooth and can be used with any Android gadget on which a game with software support for such manipulators is installed. Likewise, VR weapons and over-ear gamepads require compatible games, but these accessories are almost exclusively for smartphones (not tablets) and are equipped with appropriate mounts.

— Mac. Under this term, they combine Apple computer equipment that uses the proprietary desktop OS macOS. First of all, these are desktops and laptops from different Mac and MacBook lines, respectively. This technique has software and hardware features that distinguish it from other types of PCs and laptops; therefore, such compatibility for gaming accessories is specified separately.

— iOS. Portable gadgets from Apple running under the proprietary mobile "OS" iOS — iPhone smartphones, iPad tablets and iPod touch players. Features of game controllers for such electronics are completely similar to the models for Android described above; in fact, many accessories for mobile games are initially made compatible with both of these platforms. And overhead gamepads (see "Device type") of mechanical design are universal by definition.

— AppleTV. A family of smart set-top boxes manufactured by Apple. Starting from the 4th generation (2015), such set-top boxes allow you to install applications from the corresponding section of the App Store, and software developers can not only create their own applications for this platform, but also port ready-made iOS programs to it without much difficulty (see above) . As a result, nowadays, games are also available for AppleTV — accordingly, game controllers for such consoles are being released. Such accessories are connected only wirelessly; many of them can be used not only for games, but also as a replacement for a standard remote control.

— switch. Game console from Nintendo, which has a hybrid format of work. Consists of a tablet that can be used on its own and a desktop adapter to connect the tablet to a TV, so it can be used as both desktop and portable. As a result, the controllers for this platform are very diverse. For example, the native Joy-Con consists of two motion controllers that can be used individually by two players, held by one player in two hands, combined into one gamepad for tabletop play, or attached to the sides of the tablet for on-the-go use. ". Joy-Con halves are sold individually. Other Switch accessories may be similar in design or less versatile, such as traditional gamepads, on-ear gamepads for the tablet portion of the console, and arcade controllers (see "Device Type").

— Wii. A family of desktop game consoles from Nintendo, the predecessor to the Switch. The original Wii, released back in 2006, was the first mass-produced console to be controlled by motion controllers (see "Device type") and actually set the standard for such control for the entire market. The next model, Wii U, appeared in 2012. She introduced her own original manipulator — a gamepad with a built-in display, on which (in some games) you can broadcast the image from the console and play without a TV; while maintaining full compatibility with motion controllers from the previous console. In general, the Wii family of consoles are considered obsolete in light of the release in 2017 of the Switch described above; new controllers for them are almost never produced.

— Xbox. A whole line of desktop game consoles from Microsoft; one of the most popular platforms in this market, directly competing with the PlayStation. As of 2020, it includes 4 generations: original Xbox (2001), Xbox 360 (2005), Xbox One (2013) and Xbox Series X/S (2020). The last two are actually the most relevant of them (for the same year 2020), and they use the same protocol to communicate with wireless controllers. Therefore, modern Xbox accessories are usually compatible with both generations. And the “native” wireless gamepad from the 2020 models supports Bluetooth and allows you to work with mobile devices, but this possibility is not guaranteed for third-party accessories. In general, the list of controllers for Xbox includes mainly gamepads (wired and wireless) and steering wheels. Also at one time, the Kinect motion controller was popular, capable of tracking the movements of the entire body, but its release (in the game version) was discontinued in 2017.

— PlayStation. A series of game consoles from Sony; one of the main players in the desktop console market, along with the Xbox described above. Portable gadgets were also produced under the PlayStation (PS) brand, but in 2019 Sony completely abandoned their production. The desktop versions include several generations that are not completely mutually compatible; so it’s worth choosing accessories for such a console that have the ability to work with the corresponding generation directly. On the other hand, many controllers are initially made for several PS versions at once, so finding a compatible model does not arise any particular problems. The classic types of such manipulators are wired and wireless gamepads, as well as the PS Move motion controller (see "Device type"); however, other types of accessories are also produced — primarily steering wheels, although the matter is not limited to them. As for specific generations, here are the most relevant options:

  • PlayStation 2. The second generation of desktop game consoles Playstation. It turned out to be extremely successful and was produced by Sony for 13 years — from 2000 to 2013. Thanks to this, these consoles only relatively recently moved into the category of completely obsolete — in particular, official technical support and repair services were discontinued only in 2018. And accessories for such devices can still be found on the market (although these are most often models for newer generations, which provide backward compatibility).
  • PlayStation 3. The third generation of the PlayStation, introduced by Sony in 2006. It was here that the aforementioned PS Move was first used — however, only in 2010. It was also very successful, produced for 11 years. As of the end of 2020, you can find a lot of controllers compatible with this platform on the market — and among them there are not only models for new generations with the ability to work on PS3, but also accessories designed only for this version.
  • PlayStation 4. Generation released in 2013 with a lineup update in 2016. As of the end of 2020, the most popular PS version and the second best selling desktop console of all time (behind PS2); continues to be released. Accordingly, there are a lot of controllers for this platform on the market.
  • PlayStation 5. The latest generation of PS, introduced in 2020. The stock gamepad for this version is called the DualSense, based on the DualShock predecessor with a number of modifications: force-feedback triggers, a built-in set of microphones and an improved speaker that allows you to communicate with other players directly through the controller, as well as a touchpad (hence the name; more see below for this feature). There are still very few other accessories specifically for this platform, but given the level of demand for the console itself, we should expect a quick change in the situation. Note that the manufacturer claims limited compatibility with previous generation controllers, but only controllers for this version of the console can be used in your own PS5 games.

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.

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.

Range

The range of the wireless connection provided by the gamepad.

Almost all modern wireless models work confidently at a distance of at least 2 – 3 metres. So you need to pay attention to this parameter mainly when the device is planned to be used at a greater distance from the computer. At the same time, when evaluating the range, note that it is indicated for perfect conditions: the absence of interference and obstacles in the signal path, the battery is fully charged, etc. In fact, the communication range may be somewhat less, so when choosing, it is worth taking a certain margin. Nevertheless, according to the claimed range, it is quite possible to evaluate the practical capabilities of different models and compare them with each other.

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.

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.).

Rear buttons

Additional buttons located on the rear panel of the game controller housing.

Such equipment is found exclusively among gamepads (see “Type”). As a rule, the back buttons are made customizable and assigned to certain functions at the discretion of the player or depending on the requirements of a particular game. They are designed to allow you to control the game without having to take your fingers away from the main buttons or sticks. The extra buttons on the rear panel are especially useful in first-person shooters and fighting games, where responsiveness and precise control are critical to success in the game.

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.

Touchpad

The presence of a touch panel in the design of the controller.

Such a panel, in accordance with the name, is a small surface that is sensitive to the touch of your fingers. It is found mainly in gamepads (see "Device type"), although it can be used in other types of manipulators. Traditionally, the sensor is located on the front on the top side of the device, between the left and right set of buttons and in front of the analogue levers (although here, again, variations are possible). And this function is used mainly to control the gameplay using various gestures — ranging from the simplest "swipe" in one direction or another and ending with drawing rather complex characters.

The specific capabilities of the touchpad depend mainly on the features of a particular game; however, anyway, it expands the capabilities of the controller (although it increases its cost accordingly). Also note that in many models such a panel can also work as a button — by pressing. Thus, in particular, it is very convenient to pause the game in emergency situations: the sensor is large, and it is quite difficult to miss it when pressed.

Steering wheel turn

The angle of rotation of the steering wheel in the manipulator-steering wheel (see "Device type"). This parameter is measured over a general range — from one extreme point to another; accordingly, the angle of rotation from the middle position will be half the total. For example, a figure of 180° means that the steering wheel is capable of turning to the right and left by 90°.

Both the general level and the purpose of the steering wheel directly depend on this parameter. Models with a rotation angle of up to 270° are predominantly entry-level and are intended mainly for fans of arcade racing without much emphasis on realism, as well as for children and novice gamers. In more advanced rudders, the steering angle is already 900 °, or even 1080 °. These numbers are taken for a reason — they correspond to the steering wheel ranges in most production cars (900 °), as well as some sports supercars (1080 °). Thus, such characteristics make the use of the steering wheel as realistic as possible — on the other hand, they significantly affect the cost.

The steering wheel rotation range can be adjusted by the steering wheel angle adjustment function (if such a feature is implemented in the game controller). The option is configured either directly in the game, or through the software that controls the operation of the steering wheel.

Steering material

The material from which the steering wheel itself is made in manipulators of the corresponding type (see "Device type").

Note that the basis of the steering wheel is traditionally plastic. Therefore, this parameter is indicated by the material of the outer surface of the steering wheel: it is with this surface that the user's hands are in contact, it is she who is primarily responsible for the appearance of the device and the general impression of its use.

— Rubber. Rubber coating is relatively inexpensive, while it is quite convenient and practical. So, due to its softness and elasticity, such a surface is pleasant to the touch, at the same time it looks quite authentic — similar materials are often used in steering wheels of real cars. Therefore, it is this option that is most popular nowadays. Of the disadvantages of rubber, one can note only poor scratch resistance, but this is a common feature of many fairly advanced steering wheel materials.

— Plastic. Steering wheel made entirely of plastic; the outer coating may differ somewhat from the base, however, both belong to the same class of materials. The key advantage of this option is low cost; in addition, plastic can be made sufficiently resistant to scratches, scuffs and other damage. On the other hand, the plastic surface is somewhat less comfortable than the same rubber, and it does not always look solid and reliable enough. In addition, smooth plastic tends to slip in the hands...(although embossed protrusions or other similar solutions may be provided to compensate for this disadvantage). Therefore, this material is used less often, mainly in relatively inexpensive steering wheels (although there may be exceptions using high-quality plastic grades).

— Leather. The cover is made of artificial, occasionally — genuine leather. These materials belong to the premium class: they have a stylish appearance, are pleasant to the touch, but they also cost accordingly. However a leather substitute can be both high-class and relatively inexpensive — however, in the latter case, there is no need to talk about durability and durability; natural leather, in turn, is by definition quite expensive. On the other hand, such coatings provide maximum authenticity — to the point that the controller "smells like a real steering wheel, and not like a plastic toy."

— Alcantara. A material also known as "faux suede". In fact, it is a variety of the leather (imitation leather) described above, however, it stands out in a separate category, as it has specific features — primarily a characteristic velvety surface. Thanks to this, this material is pleasant to the touch, while it looks great and at the same time is quite durable and practical; It is worth saying that Alcantara is widely used in the decoration and external tuning of real cars, including luxury cars. At the same time, the cost of such a finish, including for game steering wheels, turns out to be considerable; therefore, only some high-end models are made from Alcantara.

Transmission

The type of gearbox provided in the steering wheel (see "Device type").

Gear lever. The switch is in the form of a classic lever, as on most serial cars. To work with such a lever, you need to remove your right hand from the steering wheel, but this is not a drawback, but a characteristic feature — this is how everything happens during real driving, and many users appreciate this option precisely for realism. At the same time, the device of the gearshift lever can be different: in the simplest steering wheels it moves back and forth, allowing only sequential gear changes, in more advanced ones it allows you to immediately engage any gear, like on a real manual gearbox.

Paddle shifters. Switches in the form of petals located under the steering wheel (more precisely, behind the wheel, when viewed from the user's side). This method is used in premium passenger cars, as well as many racing cars. Gear shifting is carried out only sequentially; on the other hand, you do not need to remove your hand from the steering wheel, which increases the reaction speed and provides full control over the steering.

— Gearshift lever and paddle shifters. The presence at the steering wheel of the two methods of gear shifting described above. This allows the user to choose the option of their choice, depending on preferences and the situation: for example, in fast-paced racing, it is more con...venient to use the paddles, and in a leisurely truck simulator, the lever provides more realism.

Pedals

Types of pedals supplied with the manipulator.

This parameter is indicated only in controllers designed for auto racing (in flight simulators, pedals have only one specialization — rudder — and there is no need to specify it additionally). Most of these "racing" controllers are handlebars (see Device type), but pedals can also be produced completely separately. Anyway, the minimum necessary for more or less efficient driving is two pedals, gas and brake. At the same time, for lovers of maximum realism, more expensive three-pedal controllers are being produced that also include a clutch; this complicates the control, but gives many additional features that are not available on two pedals.

Built-in cooling

The presence of a cooler in the design of the gaming controller for cooling the smartphone. Similar systems are found in overhead models of gamepads, less often in triggers for mobile devices (see “Type”).

Fans cool down the “hot ardor” of the smartphone during long gaming sessions, thereby helping to maintain stable fps in games. Depending on the implementation, the built-in cooling may consist of one or two coolers for forced airflow of the mobile phone. This cooling is turned on with a separate button, and it is powered by a built-in rechargeable battery.

Table mount

A method of attaching a game pad to a table or other surface. Note that not all types of devices (see above) use mounts — gamepads, for example, do not need them by definition, and the pedals are made on a massive stable base and installed on the floor, so they also do not need latches. In other cases, the following options may be provided:

Suckers. Classic suction cups that "stick" to the surface of the table. Such fixtures require a fairly flat surface, but in most cases this is not a problem, given the materials used for modern tables. Another advantage of suction cups is that they can be mounted anywhere on the table — not necessarily on the edge, as is the case with many clamps. Among the disadvantages of this option, one can name the fact that as the material of the suction cups wears out, it loses its elasticity, and the reliability of fastening decreases — especially with frequent attachment / detachment. On the other hand, in most cases, the period of effective operation of suction cups is quite comparable with the life of the manipulator itself, so this disadvantage is usually not critical.

Clamps. Clamps usually take the form of characteristic clamps that allow you to mount the device on the edge of the table top or in another similar place. The main advantage of this option can be called reliability: firstly, a well-clamped clamp holds the manipulator in place much more tig...htly than suction cups, and secondly, the quality of fastening practically does not deteriorate even with frequent attachments and detachments. On the other hand, the clip can only be used on the edge of a tabletop or on a special stand, which limits the choice of where to install the game pad.

— Bolts. A specific variant used mainly among high-end flight simulator instruments (see "Device type"); almost never found in other types of controllers. With the help of bolts, the instrument clusters are installed in a special rack that imitates the cockpit of an aircraft.

There are models that allow several mounting options: for example, the steering wheel with suction cups can also be equipped with a clamp, which allows you to choose the option at the discretion of the player.

Phone mount

The type of smartphone mount provided in the controller for the respective devices (see “Platform Compatibility”).

This parameter is specified mainly for gamepads, including overhead ones (see "Device type"). Nowadays, such accessories can be equipped with an overhead, built-in or removable mount for a smartphone; Here are the features of each of these options:

— Overhead. The principle of operation of the overhead mount is that the gamepad is put on the sides of the smartphone, rotated to the horizontal orientation of the screen. Most of these manipulators are made double-sided, but occasionally there are also single-sided devices. The general design principle of double-sided models can also be different: some consist of two completely separate parts, in others these parts are fixed on a common base and can be moved apart to adjust to a specific screen size (the base plays the role of a guide). Anyway, controllers with this type of attachment are intended mainly for mobile devices — most often smartphones, but there are also solutions for tablets, including the portable part of the Switch console (see "Platform Compatibility"). Some models also allow use with a PC, but this is a rather rare option.

— Built-in. A mount that is originally part of the controller design and is not intended to be removed by the user. At the same time, the manip...ulators themselves have a more traditional design than the overhead models described above: for example, the gamepads are made in a single integral case. A smartphone in a built-in holder, usually, is installed above the controller, in the horizontal orientation of the screen, vertically or obliquely; the angle of inclination in some models can be adjusted. Also note that the built-in mount is often made folding and can be folded compactly when the portable gadget is not in use; similar models may have different application features. So, among them you can find multi-purpose accessories that are additionally compatible with computers or desktop consoles, and purely “mobile” solutions, where the mount folds for storage / transportation (or for working with a tablet that simply does not fit there). Gamepads are also available with a non-folding mount — they are intended only for smartphones.

— Removable. A completely separate mount that is put on the manipulator when using a smartphone and removed after hours. Except for the installation method, it is completely similar to the folding version of the built-in mounts described above: it is also used in controllers of a classic design, assumes a vertical or inclined position of the smartphone and can be installed both in purely “mobile” and in universal models that are also compatible with desktop equipment (computers , consoles).

Display

A small screen that can display various information for the player, notifications about the battery status, network connections, etc. The specific functionality of the display depends on its implementation on board the game controller. So, in steering wheels the screen often shows the speed and/or lap time, in advanced gamepads - the player’s health level, the amount of ammunition, etc. In any case, the display allows you to get useful information without being distracted from the gameplay.

Material

The main material(s) used in the design of the manipulator.

Usually, both the body of the device and the control elements — buttons, levers, joystick handle, etc. are made from the material specified in this paragraph. steering wheel ”(see above), the type of coverage is often specified.

Here are the main materials relevant for today:

— Plastic. It is used in the vast majority of modern game controllers — from low-cost to high-end; at the same time, even in inexpensive devices, sufficiently high-quality grades of plastic can be used. In general, this material combines low cost, practicality and ease of design: plastic elements can easily be given complex shapes, as well as any shades and patterns. Of the shortcomings of this option, one can only note a certain tendency to scratches; however, this is a purely aesthetic moment, having almost no practical significance.

— Rubber cover. An additional coating commonly used on plastic devices. Rubber is soft and flexible, and less slippery than a smooth plastic surface. This provides a more comfortable and secure hold in the hands. In addition, scratches are less noticeable on such material. The reverse side of these advantages is a slight increase in the cost and dimensions of the controller (the latter, however, can be compensated by reducing the size of the plastic base).

— Soft touch. A special kind of plastic, a kind of transitional option between traditional smooth pl...astic and rubber. The surface of this material has a special texture, due to which it feels soft to the touch (hence the name), besides, it practically does not slip in the hands. However for a number of reasons, such material has not received much popularity in game controllers.

— Rubberized plastic, rubberized coating. These terms may mean different materials in different models: in some cases it is plastic with a full-fledged rubber coating, in others it is a soft-touch surface. For more on both, see above; and what exactly is at stake — it is worth specifying separately.

— Rubber. The word "rubber" in this case, it is customary to denote individual elements made of this material — primarily buttons and additional inserts. Such elements are usually combined with a body base made of plastic (see above). And rubber is used for additional convenience: fingers do not slip off such buttons as much as with plastic ones, while inserts prevent the controller itself from slipping in your hand.

— Metal. In the case of game controllers, metal is a premium material: it is durable, looks solid, but it is not cheap. And in some types of manipulators — for example, gamepads (see "Device type") — the use of this material is not justified from a practical point of view. As a result, metal is mainly used for individual high-end rudders, joysticks / helms and aircraft instruments, designed both for functionality and for realism in appearance and user experience. At the same time, even if only metal is indicated in the characteristics, the design, usually, still includes individual elements from other materials: for example, the pad on the joystick lever can be made of rubber or plastic, for additional comfort and reliability.

— Aluminium. One of the types of metal described above — with all the characteristic features. Aluminium is often perceived as an advanced and expensive material (in particular, it is widely used in aviation); therefore, sometimes in the characteristics this name is specified for advertising purposes.

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.

Operating time

The time of continuous operation of the controller with autonomous power supply (see above) without recharging or replacing batteries. When choosing according to this indicator, note that it is quite approximate, because. in fact, the operating time depends on the intensity of the game, the frequency of feedback, etc., and in models powered by replaceable batteries, it also depends on the quality of these batteries. Therefore, the actual battery life may be less, and sometimes more than the claimed one. Nevertheless, different models of controllers can be quite compared according to the time of operation on a charge given in the characteristics.

Charging port

The presence of a standard connector for charging.

- microUSB. One of the miniature versions of the USB connector, which is still popular in gadgets, despite the appearance of a more advanced USB-C. It has relatively modest capabilities (in particular, it is inferior to USB-C in terms of the maximum possible charging power), but this moment is rarely critical. At the same time, there are a great many cables and chargers for microUSB.

- USB-C. A relatively new type of USB connector, actively gaining momentum. Like microUSB, it is small in size, but has a more convenient reversible design and advanced features, such as the ability to transmit higher power, which has a beneficial effect on charging time.

Backlight

The backlight gives the manipulator an unusual and stylish appearance, thereby emphasizing that the device belongs to the segment of gaming devices. Its simplest varieties are monophonic options. In this case, specific colors are different: red, turquoise, green, etc. The most advanced options are multi-color and RGB lighting. Multi-color systems are called systems in which more than three color options are provided, sometimes with intermediate shades. And RGB-backlighting allows you to choose almost any shade at the request and mood of the user.

Button illumination

The backlit keys make the keys more visible in low or no lighting conditions, allowing you to play comfortably in the dark. With such a backlight system, you don’t have to feel for the right button by touch and false clicks are minimized - the so-called “miss clicks” can accidentally activate unnecessary game functions or completely drain the ice rink.

Customization

The ability to customize individual elements of the controller.

Customization is a physical change in the design — primarily to customize individual elements to the personal preferences of the player. This feature is most often found in gamepads. One of its characteristic examples is the ability to swap the D-Pad and the left analogue stick (see above for both); this replacement is especially useful in light of the fact that different gamepads use different layouts, and the regular arrangement of these elements may be unusual (or inappropriate for a particular style of play). In addition, customization often provides the ability to change individual controls — for example, install a different “hat” on the analogue stick, or even replace the 8-way D-Pad with a simpler 4-way one. Such spare parts may initially be supplied as a kit. Thus, the possibility of customization anyway provides additional options for customizing the controller for a specific player. On the other hand, this feature significantly affects the cost; therefore (as well as for a number of other reasons) it is found mainly among advanced models.

Separately, we note that this function should not be confused with remapping — reconfiguring the functions of individual buttons and other elements: remapping is carried out programmatically and its capabilities depend mainly on game settings and special software.

Headphone output

The presence of a headphone output in the design of the manipulator.

The purpose of this connector is obvious from the name: it allows you to connect wired headphones or a headset directly to the controller. This is especially convenient in light of the fact that the controller is in the hands of the user, while the gaming device itself (PC, console) can be located at a very significant distance. Also note that this function is very popular in wireless models (see “Connection”), which makes it even more convenient when working with headphones / headsets.

Speaker

The presence of a speaker in the design of the controller.

The specific application of this feature may vary depending on the device itself, the compatible platform (see above), and even the specific game. For example, some PlayStation gamepads are capable of playing different sounds of the game world through the speaker in certain games. At the same time, the game developers choose the sounds for the gamepad in such a way that they enhance the immersive effect: examples include firing from the player’s weapon, talking on the radio, etc. In addition, other options for using the speaker can be provided, for example, in combination with a built-in microphone, it can be used for voice communication in game chats directly through the gamepad, without using a headset.

Gyroscope

The presence of a gyroscope in the design of the controller.

A gyroscope is a device designed to track the rotation of the manipulator along one axis or another. Such a device is most often combined with an accelerometer — this device determines the position in space (in a stationary state), as well as accelerations, shocks and shocks acting on the controller. Such equipment allows you to very accurately track the movement of the manipulator in space.

The gyroscope significantly expands the possibilities of control: it allows you to give commands not only with the help of buttons, levers, etc., but also due to tilts and turns of the controller itself in space. Specific features of the implementation of such control depend on platforms and specific games. Note, however, that motion controllers (see "Device Type") are almost by definition equipped with gyroscopes; therefore, the presence of this function is specifically specified only for other types of gaming accessories, primarily gamepads.

Braided cable

The presence of a braid on the complete cable of the controller.

This feature slightly increases the cost of the wire, but it has a positive effect on its strength and durability: the braid protects the insulation and “hardware” from abrasion, prevents strong bending, and is even able to resist punctures, cuts and curious pets who want to taste the cable to a certain extent.

Detachable cable

The presence of a removable cable in the design of the game controller.

This feature is found exclusively in models with the possibility of a wired or combined connection (see “Connection type”). This design feature allows you to replace the “original” wire with another: this can be useful if you need a longer cable, or if the supplied one was damaged. Plus, detaching the wire makes the game controller easier to store and transport.
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