[HN Gopher] A look inside the SNES, PS5, and Xbox controllers wi...
___________________________________________________________________
A look inside the SNES, PS5, and Xbox controllers with CT scans
Author : taylorbuley
Score : 203 points
Date : 2023-06-30 17:10 UTC (5 hours ago)
(HTM) web link (www.scanofthemonth.com)
(TXT) w3m dump (www.scanofthemonth.com)
| sethbannon wrote:
| Perfect combination combining the wonders of youth (video games)
| with the wonders of adult age (understanding and building
| technology).
| spondylosaurus wrote:
| Remember those translucent DualShock controllers for PS2? There
| was nothing cooler than watching the little motor spin around
| when you activated rumble in-game. I'd love if Sony put out a
| similar style DualSense for PS5.
| Firmwarrior wrote:
| You can get a translucent replacement chassis for pretty much
| any game peripheral and put it on yourself, just hit up
| AliExpress with $3 and a lot of patience
| cubefox wrote:
| One thing they didn't make quite clear here is that the Xbox
| controller is considerably less advanced than the PS5 controller.
|
| The PS5 controller has "linear resonant actuators" (previously
| introduced in the Switch, and in the iPhone before that) which
| provide a much more fine-grained rumble feature than the older
| method which is still used in the XBox. The newer feature lets
| you feel e.g. that the character walks over sand, rubble or
| grass. The PS5 controller also has actual force-feedback triggers
| (which simulate e.g. a bow or a gun), while on the XBox there are
| only simple rumble motors. The XBox controller also still lacks a
| gyroscope (e.g. used for more precise aiming), which other
| controllers have for many years now. A really outdated piece of
| hardware, in contrast to the base console.
| kwanbix wrote:
| I have both an XBOX Series X and a PlayStation 5.
|
| Maybe I am too old, but I hardly feel any differene.
|
| I am not saying it is not there, I am saying I cannot feel it.
|
| The only difference is in the triggers, where you have to press
| more or less on the PS5.
| mustacheemperor wrote:
| If you start playing shooting games with gyro aim, you'll
| definitely feel the difference - because it's not even an
| option on Xbox.
|
| As far as the haptics go, the degree to which cross-platform
| games use them really varies. Cold War had cool haptic
| triggers so you felt the recoil kick, but I don't think that
| was included in MW2. Some exclusives like Returnal leverage
| the advanced haptics in a really impressive way, too, but I
| don't think we'll see that in many cross platform titles.
| tkanarsky wrote:
| Yeah, the pack-in toy title Astros Playroom for PS5 is
| probably the gold standard for Dualsense haptics
| implementations. It's legitimately immersive, and turns the
| game from a 'meh' generic themed platformer into an
| actually compelling game. I was surprised at how much fun I
| was having pulling cords and stomping little bug things.
| kwanbix wrote:
| What do you mean by giro aim? Moving the controller in the
| air to aim?
| nullify88 wrote:
| One of the things I like about the Xbox Pad when used with a PC
| is that when a wired headphone is plugged in to the controller,
| the pad appears as a new audio device and routes the audio to
| your headphones. I use the pads via the wireless dongle (Via
| virtualhere from my Shield), but may work via wired usb or
| bluetooth.
|
| As much as I agree the PS5 controller is better technically,
| the xbox pad works better with a PC. Compatibility wise, not
| many games take advantage of the haptic feedback triggers.
| rectangleboy wrote:
| Interesting. I get this controller headphone port feature
| when using the PS5, it's too bad it doesn't carry over to PC.
| seaal wrote:
| It does work on PC when plugged in via USB. Bluetooth
| support for controllers on Windows is terrible without 3rd
| party programs like DS4Windows.
| mustacheemperor wrote:
| >The XBox controller also still lacks a gyroscope
|
| This is the big one for me. For me it is such an improvement in
| both "feel" and in my real performance that I cannot go back to
| a system without one. When MW2 released without gyro support, I
| played briefly but wound up putting it down until that was
| added in an update.
|
| The PS4 controller had a gyro too that was essentially never
| utilized. I was really hoping this would be the gen when all
| the major vendors included it, but Microsoft, alone, opted not
| to.
|
| The speakerphone built into the controller is great too. I can
| run all the game audio through my hifi, and still talk to my
| friends on in-game voice chat without using a headset.
| madrox wrote:
| Owning both systems, this makes a noticeable difference when
| playing games. All other things being equal, if I get a choice
| of which system to play a game on, then I choose PlayStation
| for the controller alone.
| Freedog35 wrote:
| Yeah difference is so notable between! Surprised they didn't
| discuss that more.
| nyjah wrote:
| That's how I feel. I like both controllers, but the
| PlayStation controller for me is the most 'next-gen' thing
| about the consoles.
| Solvency wrote:
| And yet the PS5 controller is worse at the most fundamental
| thing: physical ergonomics. The Xbox controller is so much more
| comfortable to hold and play with it doesn't even count.
| dontlaugh wrote:
| For some. I can't use the Xbox one for long without pain. The
| position of the left trigger is particularly bothersome.
|
| The PS3 controller was indeed uncomfortable, but for the past
| two generations the two competing consoles are on par. Some
| find one more comfortable, others the other.
| Ruq wrote:
| Must be related to hand size or something, because I find
| the Xbox controller considerably more comfortable than the
| Playstation Controller
| dontlaugh wrote:
| I'm sure that's a factor, but not the only one. I have
| friends with similar hand size that don't match me and
| others with different hand size that do.
|
| Ultimately they're both very good, which is a big
| improvement over previous generations.
| darknavi wrote:
| I haven't picked up a Dual Shock controller in probably 5
| years. How does the "heft" feel these days? I was really put
| off by the PS4 controller (DS4?) because of the super light,
| plastic-y feel.
|
| Compare that to a Xbox Elite controller (different price tier,
| I know) and it feels like a cheap piece of junk.
|
| I assume with all of this new tech the PS5 controller is a bit
| heftier but I was surprised how much just the weight made a
| different for me.
| yokoprime wrote:
| I love the elite controller, best gaming peripheral I've
| owned. Melts into the hand and has back paddles
| dmbche wrote:
| I'm not certain how outdated it is. I'm certainly happy with
| it, and I imagine it adds workload to the console.
| katbyte wrote:
| well it is objectively outdated based on the different tech
| and capabilities.
|
| now as to if these are something you want or need is another
| question.
| darknavi wrote:
| Not to be stuck on my old ways too hard but didn't Sony
| make it so you can't play PS4 games on your PS5 without an
| actual PS4 controller?
|
| That sort of thing really puts me off the changes, although
| I accept that it pushes innovation forward.
|
| I enjoy being able to play OG Xbox, 360, and current-gen
| titles with the same controller.
| tyfon wrote:
| No, you can play PS4 (and PS3/2 via emulator or
| streaming) games just fine with the DS5.
|
| There is one exception, you can't play a PSVR (1) game
| that requires the camera to track the light bar on the
| controller with a DS5, but that's very few games and for
| technical reasons (the DS5 does not have the light bar)
| mrbonner wrote:
| The ps5 controller, just like the PS4 controller, are succumbed
| to the dreaded stick drifting issue. I play Call of Duty and
| this stick drifting issue has made me own more than 4-5
| controllers for each generation. At this point I have a
| conspiracy theory that Sony intentionally not fixing this. My
| friends in the Xbox camp say they never experienced this issue.
| ProfessorLayton wrote:
| What makes this situation even more frustrating is that
| analog sticks have been around for a long time now. I still
| have controllers from the PS2/GC/Xbox era that work just fine
| after all these years and countless hours of play, and have
| no drift whatsoever.
|
| Even the earliest analog sticks like the N64 (Which used LEDs
| for tracking) didn't suffer from drift -- although it did
| wear out considerably mechanically!
|
| I just bit the bullet and replaced my Joycon's sticks with
| 3rd party hall-sensing ones, which have worked great so far.
| araes wrote:
| Even more frustrating, its not even that difficult to fix.
| All they need to do is implement a renormalization routine.
|
| If you find your controller is drifting, then the console
| just needs some menu where you put the stick to a bunch of
| reference locations, and then the stick maps outs its own
| response and renormalizes. "This is neutral." "This is
| upper-left as far as it goes." "This is..." ect... Maybe
| even with fine grain mapping adjust if the player really
| wants control over drifting behavior.
| djmips wrote:
| In my experience this would not solve the issue.
| zerocrates wrote:
| The Switch has this but when the sticks get bad it's
| often not fixable with that kind of calibration.
| cubefox wrote:
| Yeah, the same problem exists on the Switch. The console
| manufacturers should have switched to more expensive Hall
| effect sticks, which are not affected by this problem. I
| think the XBox controller also doesn't have them, but maybe
| they use simply higher quality parts here.
| bonestamp2 wrote:
| It might be a coincidence, but I bought the DualSense Edge
| and while I think it's overpriced, the sticks seem much more
| precise. Does anyone know if the Edge is using hall effect
| sticks? At more than double the price of the regular
| controller, I'd hope they're using higher end sticks. That
| said, at least they can be replaced easily and relatively
| cheaply ($20) on the Edge.
| electroly wrote:
| I've had two Xbox controllers ruined by stick drift. Both
| camps are shipping cheaper non-Hall effect sensors in their
| controllers.
| zerocrates wrote:
| I'm pretty sure all the manufacturers have this problem
| pretty much equally, at least on their "normal" controllers.
| Nintendo worse probably just due to the very constrained
| available size.
|
| You see users of all the consoles anecdotally reporting drift
| problems. I haven't experienced personally any drift on my
| PS4 or PS5 controllers, nor an Xbox controller used for a PC.
| I did have it happen pretty significantly on a Switch Lite.
| c-hendricks wrote:
| A fun thing about the Dual sense rumble is that it's just sound
| data. One time u changed my PC to output to the controller,
| thinking it would use the speaker, but it just played the audio
| via vibrations.
|
| (I'm not sure if that's just how all "linear resonant
| actuators" work, just found it neat)
| SSLy wrote:
| It is, you can find the rumble WAV's (well, AIFF's) if you
| dig enough through iPhone OS dump
| MBCook wrote:
| That's how the one in the iPhone works as well. I remember
| people's surprise (myself included) when it was discovered.
| Teardowns revealed a second audio amp that wasn't attached to
| the speaker and that's how it was discovered to work.
| robotnikman wrote:
| As much as I like the playstation controller, the layout has
| always been awkward for me. The layout of the Xbox or switch
| controllers always felt more easy to use for me.
| jareklupinski wrote:
| i think the xbox layout is better for more hand types, but
| certain people seem to never be able to switch from
| playstations layout
|
| my thumb joints still ache from beating ape escape
| imstate wrote:
| opposite for me. I can't stand the xbox analog stick
| placements. I think it's good to have different options so
| people can choose what works for them.
| vlunkr wrote:
| The PS5 controller is pretty cool, however, I'd probably trade
| in most of that functionality for the battery life of Switch
| Pro controller.
| beltsazar wrote:
| Unless you constantly play more than 6 hours straight without
| rest, the mediocre battery of PS5 controller is not really a
| problem. Much less so if you have the official charging dock.
| vlunkr wrote:
| I know, it's not a huge deal, but buying a separate dock,
| or dealing with yet another thing to charge all the time is
| annoying. So personally I prefer longer battery life over a
| bunch of fancy features that are likely only going to be
| used in Playstation exclusives.
| hamedsargolzaee wrote:
| [flagged]
| devindotcom wrote:
| This is definitely cool but if you want a more comprehensive
| teardown of the NES, SNES, N64 and Gamecube controllers, this is
| the one:
|
| https://www.fictiv.com/teardowns/nintendo-controller-teardow...
|
| I just love how overbuilt the old controllers are. I still have
| my original SNES and controllers and as far as I can tell they
| work as well as the day they were made despite decades of abuse.
| One has bite marks... not sure if that was the dog or me playing
| The Lion King.
| auxym wrote:
| I seem to remember N64 joysticks were somewhat fragile. Many of
| my friends as a kid had controllers with a joystick that had
| lost all springiness and barely responded to input.
|
| I have not are that on any other controllers, even cheapo
| xbox360 clone controllers from AliExpress.
| willcipriano wrote:
| The kids call it stick drift today, its a big problem on the
| switch I heard.
| [deleted]
| msk-lywenn wrote:
| The n64 joystick gets a bigger and bigger deadzone. It's
| different than drifting, in fact it's quite the opposite:
| on the n64 you have to push harder to move your character
| while with the drifting you struggle to get it not to move
| alanbernstein wrote:
| IIUC stick drift essentially means the center dead zone
| moves away from the physical center. The N64 joystick
| problem was different and worse: with wear, the center dead
| zone would _expand_ , to the point that the extreme
| position values could not actually be achieved. So, instead
| of walking slowly when you want to stand still, you are
| unable to run at full speed.
| falsenapkin wrote:
| With the Switch it's more specific to the sticks on Joy-Con
| and presumably the Switch Lite. Drift affects other
| controllers as well including Xbox/Playstation.
|
| What makes the Joy-Con sticks so horrendous in my
| understanding is 1) they're tiny 2) the shrouds protecting
| particle ingress into the sensor compartment is wildly
| inadequate. Rather than the stick having a very large
| hemisphere under the primary casing and surrounding the
| sensor compartment, whereby particles that manage to fall
| in it are directed into the case cavity, the Joy-Con sticks
| have this dinky paper thin rubber skirt that floats on top
| of a convex hemisphere on the sensor housing. In use, this
| skirt can expose the sensor compartment directly to air or
| it can pick up particles on the housing and drag them into
| the housing.
|
| I recently found Hall effect Joy-Con sticks on Amazon and
| am giving those a go right now. This issue is something I'm
| overly invested in as I think the combination of
| independent controllers and some fine details in how
| Splatoon (twitchy shooter) manages motion controls yields
| the best control scheme for a shooter even compared to
| mouse and keyboard. Unfortunately outside of the concept
| the devices are horrible.
| bc_programming wrote:
| The "return to center" behaviour of the N64 Control Stick is
| provided by a spring that pushes up against a plastic bowl
| which is underneath the stick. The stick itself slots through
| two curved plastic pieces for each axis, and the upward force
| basically forces the stick to 'center' at the lowest point of
| the bowl. The issue is as others have described. There
| actually never was any lubricant, so over time the bottom of
| the stick and the bowl just erode away. Eventually it reaches
| a point where the bowl is eroded away enough that the spring
| is no longer able to force the stick back to the center, and
| it just sort of flops in the dead space eroded in the bowl.
|
| Nowadays, one can get replacement parts, and fairly easily
| restore/fix the problem. Add in a bit of PTFE lube or lithium
| grease and it greatly extends the lifespan of the replacement
| as well. Used to be able to get rather fancy steel bowls and
| analog sticks which significantly reduced the wear even more.
|
| The more 'standard' thumbstick design has a similar self-
| centering mechanism. They are actually susceptible to the
| same problem. However, two things contribute to it being
| witnessed less frequently, I suspect. The first, is that the
| "bowl" in those sticks actually has lubricant which greatly
| reduces the wear, and the second is that the mechanical parts
| tend to outlast the potentiometers; that is, the sticks start
| to drift before you get the "floppy stick" problem to begin
| with and then you stop using it or replace the stick, and
| therefore it doesn't actually see enough wear to cause the
| floppy stick problem.
| Jach wrote:
| Modern joysticks feel more fragile in some ways. In the N64's
| case, game design evolved to not have us abuse them as much
| anymore. Palm blisters from playing Mario Party's rotate-the-
| stick-as-fast-as-you-can minigames were pretty common... But
| the controllers lasted a while, even the third party ones,
| even if eventually they started showing problems. I wanted
| some nostalgia years ago on an emulator and tried that with
| an xbone controller, one match of tug-of-war was all it took
| and I found myself having to solder in a new sensor. Since
| then if I get the urge again, or some other game needs me to
| rotate fast to win, I just lose.
| Gamemaster1379 wrote:
| N64 controllers had an issue where once the lubricant dried
| out the joystick began grinding it's contained bowl into
| dust. It's not a springiness issue as much as it is a holder
| destruction. Massive design flaw.
| libele wrote:
| kitsch bent makes a very good (injection molded, i believe)
| clone of the whole assembly. the controllers i did a few
| years ago actually only needed the bowl replaced. with a
| bit of silicone lubricant dabbed onto the places where
| plastic grinds together, they feel practically new again.
|
| worlds apart from those awful gamecube style sticks that
| make playing quite a few games impossible.
| nicetryguy wrote:
| You may want to open it up with a phillips head jewelery
| screwdriver (they don't have the lockout screws) and clean the
| scum off of the pads and button areas. If the rubber pads are
| still springy, then you are in good shape. I can tell you as a
| Heavy Retro Console User (with a beautiful Trinitron CRT) that
| the rubber pads will eventually lose their springiness... there
| isn't much you can do for that and there are no suitable
| replacements... but i will vouch that those worn out
| controllers have given me more than their fair share.
| Lammy wrote:
| Pardon my pedantry, but any cross-head crews in old game
| consoles are likely to be JIS, not Phillips, and using a
| Phillips driver makes it likely to strip every single screw:
| https://www.agcoauto.com/content/news/p2_articleid/300
| sdf4j wrote:
| > Nintendo established the blueprint for gamepads in 1985 with
| the iconic rectangular Nintendo Entertainment System
|
| I'm pretty sure they did it two years before with the famicom
| gamepad.
| chrisco255 wrote:
| Right, but Famicom is just the Japanese name for the NES,
| which, as you say, debuted in Japan first.
| msk-lywenn wrote:
| Op is right, the famicom/nes was released in 1983
| chrisco255 wrote:
| I concurred with the 1983 release date for the Famicom/NES
| in Japan. Just pointing out that it's really the same
| system.
| cubefox wrote:
| The NES actually had a pretty different shell, removable
| controllers, one audio channel less, and some other hardware
| differences.
| chrisco255 wrote:
| Yeah a different shell catered for the American market and
| certainly some minor differences, and despite regional
| incompatiblity, the NES & Famicom have the same core chips
| and instruction set.
| nicetryguy wrote:
| I appreciate the in-depth look but i will say that it really
| isn't necessary and these things are completely openable,
| cleanable, operatable, and repairiable in most cases. I have
| opened, cleaned, operated on and repaired many of them. (except
| for the rubber pads, if they go ...you're kinda fu...deged)
| TillE wrote:
| The SNES controller is a beautiful thing because it's literally
| just a bit shift register wired up to the buttons. Super simple
| to emulate it, make an adapter for it, or be compatible with it.
| jonny_eh wrote:
| Not to mention is still very comfortable, especially for its
| size. And it's basically the pinnacle of 2D controller design
| when it comes to functionality.
| msk-lywenn wrote:
| Best 2D controller is the Japanese saturn one. Better
| ergonomics, six face buttons and even shoulder buttons.
| jonny_eh wrote:
| Too big, SNES's d-pad is better. The 6 face buttons on the
| Saturn is better only for Street Fighter, a single game. If
| you're that into Street Fighter, get an arcade stick.
| bartislartfast wrote:
| you can just open them with screwdrivers I'm sure.
| MichaelEstes wrote:
| Does anyone know how accurate these are to the raw data a CT scan
| produces, it looks really clean, has it been touched up any
| significant amount or is this actually the quality of the
| machines?
| lostlogin wrote:
| I'm a radiographer, but haven't done CT in a long time.
|
| These look cleaned up, as the metal artifact from dense things
| is minimal.
|
| I've scanned things then converted the Dicom file into a format
| suitable for printing (I'd broken a part of a coffee grinder).
| These images look like the item when moves to a 3D print in
| format.
|
| Side story: finding out what's inside things is what CT is for.
| We used to scan the chip packets before loading them into the
| vending machine. We sort out the ones with prizes inside.
| guhidalg wrote:
| I've seen slightly better scans from the Lumafield machine I
| have access to at $DAYJOB, but only slightly better. The scans
| shown here are very high quality.
|
| You don't get access to raw data, assuming you mean something
| like individual X-ray images. The service runs the tomography
| on some cluster in the cloud and you get access to the
| reconstruction through a web app.
| endisneigh wrote:
| Radiologist?
| guhidalg wrote:
| No, I am a software engineer at a writing instruments
| company... long story.
| endisneigh wrote:
| Oh interesting. The writing instrument company needs
| scans this good?
| guhidalg wrote:
| Yes, and I wish it was even more accurate :)
|
| Doing metrology on production parts normally means
| disassembling them and putting them under the microscope
| or X-raying them, but sometimes there are problems that
| only manifest when the pen is assembled and closed.
| There's a lot of geometry that isn't visible externally
| in a pen, more so in certain markers. The writing systems
| are very sensitive to manufacturing tolerances, and out
| of spec parts are perceived by users as a bad pen or
| marker (which we don't want). With a normal X-ray, it is
| very difficult to resolve internal geometry deep in the
| assembled pen with any degree of accuracy.
|
| CT scans allow us to examine internal geometry non-
| destructively and they are relatively fast to run. The
| scans shown in that blog post I would guess took about
| 6-8 hours of scanning + 1 hour of reconstruction to
| generate. Once you start the machine, it's completely
| automated from there, so you don't need a technician or
| an engineer sitting at the X-ray machine (which BTW is
| running Windows XP or something worse) takings images of
| parts.
| GranPC wrote:
| The scans you see on this website are from Lumafield
| machines, so that does check out.
| amelius wrote:
| You can do this yourself. Just bring a USB drive to the airport
| and ask the TSA officer for a copy of the images.
| ComputerGuru wrote:
| I would hope that data can't be just copied to a USB. I would
| like to believe it is destroyed automatically except with an
| override authorization code from a couple of managers but I
| know better.
| autoexec wrote:
| When TSA employees were busted for saving pics of women going
| through their nudie scanners they were saving the images on
| their cell phones if that makes you feel better.
| Hamuko wrote:
| Are they going to give me copies? Do I need to threaten them
| with GDPR?
| kube-system wrote:
| The TSA DGAF about GDPR
| hyperific wrote:
| That sounds like a major security liability
| partiallypro wrote:
| You can see what the agents are looking at just going through
| a security line.
| asdkfjhsifhsjd wrote:
| kinda of a let down.
|
| CT scan and just focus on the big huge unavoidably obvious stuff.
|
| The biggest change in feel and game play from the SNES and the
| newer controller for example is the lack of plate under the dpad
| and other things that are awsome to see with a scan like that.
| Yet they ignore all that.
| FloatArtifact wrote:
| It's a shame everything used to come with a diagram. Now we
| resort to CT and x-rays.
| CSMastermind wrote:
| Blame intellectual property theft. I'm sure there's a right to
| repair angle in there as well but my guess would be that it's
| mainly driven by IP.
|
| I had a friend who worked on electronics about 20 years ago.
| Suddenly they were facing a flood of reverse engineered devices
| coming out of China. The build quality was lower than their
| official devices but it was hard for customers to tell the
| difference and they were undercutting them on price enough to
| crater the companies revenues.
|
| Enforcing patents and other IP was basically a non-starter even
| when they tracked down the shops in China.
|
| Eventually they ended up just partnering with them and selling
| the lower quality and cheaper versions of their devices because
| they couldn't compete and all the work they had done to design,
| test, prototype, etc was written off as a loss.
| autoexec wrote:
| At least controllers usually are pretty easy to open up and
| teardown. When I read the title my first thought was "why not
| just use a screw driver to see inside?"
| WhereIsTheTruth wrote:
| DualShock controllers are the best, tactile, haptic feedback and
| gyroscope
|
| Nintendo's joycons also pretty novel, you just clip them on your
| console in/out and you unlock new ways to play, OP should have
| included them too, I'm curious now.. a shame its build quality is
| one of the worst of this decade
|
| Xbox's one is pretty basic and conservative, wich is a shame..
| PretzelPirate wrote:
| I don't want controllers to keep changing. I love the Xbox
| controller.
|
| I also have a PS5 and a switch, but those controllers don't
| feel good in my hand. The PS5 haptics don't add much IMO, but
| hurt battery life enough that I'd rather just turn them off.
| spondylosaurus wrote:
| Most games don't take advantage of haptics, but the ones that
| do have been pretty cool IME. The physical feedback made web-
| slinging in the new Spider-Man super fun and engaging, and
| Returnal used trigger pressure to switch between your
| weapon's main firing mode and secondary firing mode (and used
| audio/haptic feedback to let you know when the secondary mode
| was off cooldown).
| autoexec wrote:
| My main complaint with the PS5 controller is that it's a
| terrible remote control for streaming services. The triggers
| are constantly being activated just by setting it down on its
| back and if it falls on its front the sicks move causing
| video to fast forward or rewind. It seems to fall off the
| arms of chairs and couches easily too. When you're holding it
| like a controller though it's fine.
|
| My minor complaint is that it came with two internal
| microphones, but thankfully it's very easy to open the
| controller up and rip them out.
| Macha wrote:
| Luckily, the Xbox controller fundamentals have changed
| relatively little since the move from the Duke to the S
| controller during the life of the original xbox. I say
| luckily, because I feel they got pretty close to the optimum
| design around then, and later enhancements have been about
| mostly shuffling the battery components around.
| WhereIsTheTruth wrote:
| Well, I use a controller to game and interact with the game,
| the most ways to game, the more fun I have
|
| Hence why I bought a Nintendo Switch, the premise is: to have
| fun
| autoexec wrote:
| The only reason I've put off buying a switch is because the
| controllers are so bad. Even assuming they've finally fixed
| all the issues with drift and wireless, the controls are
| cramped and the buttons so so tiny!
| WhereIsTheTruth wrote:
| The build quality is indeed very poor but the mechanic
| actually is pretty fun, similar to the Wii, it can be
| used for exercising, perfect gift for seniors
|
| No other console manage to deliver like Nintendo did with
| both the Wii and the Switch
|
| Sony/Microsoft have a lot to learn, hopefully their next
| gen include a portable device with original mechanics
|
| https://www.youtube.com/watch?v=SqSMxb9txSw
| verisimilidude wrote:
| It feels like Xbox also serves as a reference controller for
| PC. Viewed from that angle, basic and conservative makes sense.
|
| I still really like the XBox controllers for their ergonomics.
| They've been refining that same basic design for a long time.
| hyperific wrote:
| Finally scanofthemonth makes it to the front page of HN
___________________________________________________________________
(page generated 2023-06-30 23:00 UTC)