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.
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.
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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.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).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.