If you want wireless, one thing to be concerned about is the latency of the gamepad. gamepadla.com tests many controllers for their latency.
Personally, I’ve just gone with xbox with their PC dongle. I only like controllers with the sticks in the xbox/nintendo configuration and the latency is great with their dongle. I also like that it uses standard batteries so I just keep some rechargables at hand for when it runs out. On the downsides, there is no low battery indication on the controller, so occasionally it just dies in the middle of use.
I also use and recommend Xbox controllers. Although I wish I knew about these cool high end brands before I bought. I grew up in a time where all third party controllers were trash, and I carried that opinion for too long.
I read this thread and I saw 8bitdo recommended a lot and I’ve seen them recommended elsewhere. The hall effect sticks seem to be the gold standard.
My main issue with the Xbox controllers (mine are for Xbox one) is the d-pad. It’s not terrible but it’s not even as good as say a super Nintendo controller for fighting games and retro games in general.
8bitdo ultimate v2 via dongle is alright except it disconnects by itself every now and then and refuses to reconnect unless you walk right up to the dongle and try turning the controller on a few times.
Doubtful. The story in GTA 5 was much weaker than in RDR 2, and Rockstar’s direction with GTA has been shifting increasingly heavily on multiplayer and micro-transactions. GTA 6 will almost assuredly continue leaning increasingly heavily on multiplayer and micro-transactions.
Microsoft has their own controller protocol, xinput, it only works with xbox and PC
Sony and Nintendo both use BT HID, but add their own non-standard extras to deal with trackpads and gyros, on PC there are drivers to deal with this (inc. w/Linux kernel, extra on Windows)
For Wireless, Sony and Nintendo both use standard Bluetooth, you can pair a Switch or PS4/5 controller straight to a PC (though you will need extra software on Windows)
Microsoft uses either their somewhat proprietary 802.11AC implementation (only works with their dongles - you will need extra software on Linux, fully supported in Windows ootb) or standard Bluetooth, their BT has the highest latency of any of the 3 major controllers, but their 5ghz 802.11AC has the lowest. BT mode requires no extra drivers and will work fine ootb on Linux or Windows. You can’t use a headset plugged into the controller or connected by BT (to the controller) if you’re connecting the controller via BT.
MS has additional trigger rumbling/tension on the Xbox One/Series controllers, in Windows it will only work with MS Store apps - it won’t work on any Steam game :( on Linux it will work, but nothing really supports it either.
Sony has a much better implementation in the PS5 controller, nothing outside Sony published games use it though - but it’s compatible on Windows with additional drivers (DS4Win) (not sure about Linux here)
For Nintendo Switch on Windows you will need BetterJoy (previously, BetterJoyForCEMU) to support switch controllers properly, this also makes a DS4Win style gyro server, so anything that support ds4win will support Switch gyro too.
Yeah this is a solved problem with a lot of third-party systems though like 8bitdo has, since they just allow you to swap modes. Granted, sometimes it’s a bit wonky since for example the Switch won’t support analogue triggers but eh, it works for everything and everywhere, so I’m happy to have a single pad that has everything anybody can utilize.
Also, the button layout on switch controllers is different (A & B is swapped compared to XBox). This mostly matters on emulators, although you can remap the buttons, it can get confusing that they don’t match the games’ instructions on screen.
This comment is how I always hope my info dumps go when someone asks me a technical question about something I have good experience in using. 10/10 comment, love it.
Sony has a much better [trigger rumbling/tension] implementation in the PS5 controller, nothing outside Sony published games use it though - but it’s compatible on Windows with additional drivers (DS4Win) (not sure about Linux here)
It also does not work wirelessly. The controller itself and its basic rumble obviously do, but you will not experience the fancy haptic features unless the controller is connected via USB.
How it’s been four years and Sony hasn’t released a dongle to solve this problem is beyond me. Especially now that they are releasing more and more games on pc.
I have my pc in my living room, and while I’d like to just go wireless, I’ve currently decided to compromise with a super long cable just so I can get all the dualsense features.
I also have a PS5 controller, as far as I understand, haptic feedback is not humble, it is a resistance in the triggers (L2 and R2) só a game can make pull the trigger be harder of softer depending on the situation.
I don’t know how many or which games uses it seem how many games still does not correctly display PS controller icons and etc and fallback to the MS iconography.
As far as I know haptic and maybe the mic/phone are the only things that does not work over BT. But I also think I read that some things that does work with BT does not work over USB
I got a Dualsense controller because it looked comfortable. Then Returnal came out and I experienced the haptics and triggers… Absolutely insane. Even the lil controller speaker makes satisfying sounds on a perfect reload, or when you pick up certain things.
You’re right about driving games, though—playing Pacific Drive with it is completely awesome. The triggers vibrate on rough terrain along with the haptics, and the brake trigger feels like you’re actually pressing a car brake down.
I wouldn’t recommend either of those games WITHOUT a PS5 controller after trying it. They would feel so… flat. I’m looking forward to playing more games that support the triggers and haptics.
Haptic is different than the adaptive triggers, it’s like a way more 3D rumble. If you have a Dualsense controller, I HEAVILY recommend Returnal if you’d like to really feel the haptics and triggers. It’s AWESOME.
Pacific Drive is another game that takes full advantage of the haptics and triggers. They really being the game to life.
Honestly found the rdr2 story forgettable, had a lot of fun with the individual missions though. I dont expect a great story from gta6, just a massive open world with lots of stuff going on.
I like the DualSense controller. Yes, it’s “for playstation” but all controllers work on PC nowadays. Especially on Linux, the driver for PS controllers is in the kernel, and they can work both wired and via Bluetooth.
It even supports using the special features of the DualSense in some games, like the adaptive triggers when playing Rift Apart or Forbidden West.
And the touchpad works as a mouse, which is handy.
I had a Dualsense and I loved it. it served me well until it met its end to a can of Soda and my Cat. Now I use my Childhood DualShock 3 to game. It has no where near as many QoL features as its younger brother (like the touchpad). But it’s so fucking durable.
Lol story. If GTA5 was anything to reference then gta6 won’t have a story and you’ll be forced to buy sharlcards before the game even gets released.
I found gta5 story boring, and rdr even worse. Nothing about both games could keep me interested. They lost a fan who’s been playing since Grand Theft Auto was released, not like they care though.
For me, I couldn’t get behind the battle royale thing… It’s just too much pressure. Don’t get me wrong, I like intense gunfights, but for a win to be only when you’re the last team standing of everyone on the server using only the random loot you found … that’s a lot of pressure.
On the graphics front, things have changed a lot over the years:
I actually think it looks pretty decent personally and it keeps getting better. It’s not Hunt Showdown: 1896, but it’s still pretty nice visually (just more of an animation than photorealism focus).
The game looks better and better, but the performance just keeps getting worse On my PC I can’t get the game to run properly since they switched to UE5
I get what you’re saying, but I’ve been upgrading my PC over the years and still noticed that with games of big game companies, they care less and less about performance. I firmly believe that publishers, in an attempt to cut costs, tell the game studio to not prioritize performance, while trying to rely on software like super resolution algorithms, to make their games run. In some instances they reused old game Engines for a new and bigger game, for example with Cyberpunk, Stellaris and Elden Ring. Smaller developers are doing everything they can to make a game run smoothly. The best example for this is Factorio. That is my opinion and I totally understand your point of view.
I firmly believe that publishers, in an attempt to cut costs, tell the game studio to not prioritize performance
So, I agree there’s some amount of that. You also have things like Dice (the studio that makes Battlefield) where they lost their veteran development team to poor internal management.
There are also some (now fairly large) studios that are just absolutely terrible at game performance like Studio Wildcard (makers of the Ark games).
while trying to rely on software like super resolution algorithms, to make their games run.
There’s definitely some of this too. I believe the bigger issue is that games have gotten so much bigger and more expensive to develop. Making and shipping a game that runs with 4k textures, dynamic (possibly ray traced) lighting, variable rate shading (instead of manual level-of-detail systems), etc is a lot to get right.
A common thing with any software development is to take advantage of newer abstractions that make your life easier. For instance, I’m fairly confident Hunt Showdown 1896 has moved to some form of variable rate shading instead of level-of-detail (in pre-1986 when you zoomed in on some of the trees they’d literally change shape when they flipped between the models in the worst case; I’ve yet to see that post-1896). Not having to make a bunch of models and having the software “just figure out” good lower-poly models for things that are sufficiently far away is presumably a huge productivity boost. Similarly, when ray-traced lighting becomes the standard a lot of game development will get easier because setting up lighting won’t (per my understanding) require as many tricks. In both cases, it’s both less work for developers and a better result for players with the hardware to run it.
In some instances they reused old game Engines for a new and bigger game, for example with Cyberpunk, Stellaris and Elden Ring.
Old engines aren’t necessarily a bad thing (if they’re appropriately updated) and I think people focus too much on the engine vs the game play. Take Starfield, I’ve heard a lot of people complain about it on forums for copying a similar formula as some of Bethesda’s past titles.
The issue almost certainly isn’t the engine used, but the design choices associated with using that engine (and the decision to not make new things work).
Linux, Darwin (MacOS), Windows, Chrome, Firefox, etc are all long running software projects (as are Unreal Engine, Unity, Source Engine, CryEngine, etc). Occasionally, someone throws out their current product entirely and replaces it, but normally there are incremental upgrades made to provide the new functionality that’s desired.
Smaller developers are doing everything they can to make a game run smoothly. The best example for this is Factorio.
The performance profile of something like Factorio vs Cyberpunk, Elden Ring, or Hunt Showdown is extremely different.
Unrelated to the actual question but related to the title: Check if the controller fits your hand size. For example, I don’t like the Xbox controller and much prefer the ps4 ones since they fit in my small hands better.
My husband swears by his Nintendo Pro controller, but he also has historically liked Xbox controllers.
Those options are too large to be comfortable in my hands, so I tend to go for undocked JoyCons and PlayStation controllers because they are better fits for me.
I use a PS4 controller for PC gaming. I definitely wouldn’t buy a specific controller for my PC without actually holding a sample in my hands first.
Just started Summon Night: Swordcraft Story. So far I'm enjoying trying out all the different kinds of weapons and picking up hints about the game's unique worldbuilding. Now that I'm out of the tutorial section, I'm looking forward to seeing the story pick up and hoping to find a little more variety in the design of the upcoming dungeon levels.
I use an Xbox controller with Linux. Only issue I ran into was a firmware update for the controller before it would work with Linux. I had to do the firmware upgrade through a Windows VM.
I game on PC every day, and I always use a controller. I’ve tried many different controllers over the years, and most of them have had issues right out of the box. Only one controller has been perfect. The razer wolverine v2.
It is super well built, and has a nice heavy feel that feels great if your hands are slightly larger than average. The thumb sticks are very grippy, have uniform resistance in every direction so you can be super accurate, and have zero stick drift after years of intense gaming. The face buttons have a mouse click feel to them, which I love. I always hated the face buttons on other controllers, including the genuine Xbox Controller, because they felt mushy and have inconsistent press and release.
I’ve tried 8bitdo, they felt cheap and uncomfortable. I’ve tried the Xbox Elite Controller, but it had tons of quality issues. I haven’t tried Scuf, so I can’t comment on that. But this razer controller is by far the best. Once you’ve used these clicky face buttons, you’ll never want to go back to a normal controller.
I highly highly highly recommend it. The only downside is that it’s wired, but they have a more expensive version that is wireless.
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