methods of input (Part 1)

Oh, you know what, they may be! My experience is with the Microsoft design they licensed but the magnets might be their invention.

Oh I didnā€™t realize this new Scuf is an Xbox controller

Pretty sure the Scuf sax buttons were not magnetic

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Sorry, to clarify (my construction above is vague) - Microsoft licensed paddles from Scuf for the Elite controllers and used magnetic paddles for them, but also this Scuf controller is using an OEM Xbox controller board with the same dimensions as the X|S controller.

Impossible to write this stuff out and not sound like some sort of rogue shill marketer, so to make it quick: the Switch controllers from Binbok are pretty goddamn solid.

I got these two:


For $40/$20, respectively, and they honestly kinda put Nintendoā€™s to shame, if only that they do all the same stuff (minus the Amiibo functionality we all use every day) for a fraction of the price.

Itā€™s possible theyā€™ll fall apart on me or something, but so far so good!

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Update: itā€™s better at input speed & consistency than my Xbox controller, especially because the pivotable dpad minimizes movement, but it makes my hands hurt. The main problem is the grips are too small, I think. Doesnā€™t hurt as much as the Hitbox clone did, but still enough that I canā€™t justify switching to it to be slightly better at a videogame

When people say fighting games are a young personā€™s game, did they purely mean that only young people can hold off getting RSI from any of the genreā€™s specialized controllers

I think stick is the way to go for not fucking with your hands

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Agree - I play everything with my hands as neutral/splayed as possible on kbm. Weā€™re not meant to make Lego hands and use small muscles at the same time.

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He added BALL BEARINGS

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follow-up: apparently the community patch from the end of last year added auto-aim (and a toggle for it) to L4D2

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do i want to know what this thing is doing to his tendons though

That repetitive jerk/hook thumb motion cannot be good news


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kinda want to buy a topre kb

but theyā€™re all super expensive here

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the collection begins to assemble

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I played some Destiny on a controller for the first time in a while over the weekend because the discomfort of sitting up was worse, etc.

Itā€™s striking how often games expect you to be constantly tensing your fingers and holding it for 5-10 seconds at a time. Even on an Elite Series 2 with the lowest trigger travel itā€™s uncomfortable in the moment and made tendons all down my hand hurt. I canā€™t imagine designing a controller to make this harder.

Keyboard and mouse with low force switches in everything is fine but Iā€™m realizing I probably canā€™t play an entire (action) game on a controller now. Which in turn makes me frustrated with various platform decisions but itā€™s not as if the Xbox adaptive controller is going to work for me there. If the PS5 demands a DualSense Iā€™m just never playing those games and I donā€™t think they make KBM converters for the Switch.

Itā€™s just depressing.

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honestly i am shocked i donā€™t hear more people talk about getting RSIs from the dreamcast triggers. they seem tailor made to destroy your hand function, what with those incredibly strong, stiff springs. that console had a good quantity of great racing games that nigh universally defaulted to needing to hold down the trigger more or less indefinitely

iā€™ve said this many times but i think binge playing le mans 24 hours on DC is the first time i ever experienced finger pain like that. that controller is fucking evil

(but yeah it is painful everywhere. even the newest xsx pads arenā€™t painless. another anecdote: 1080 avalanche on gamecube expects you to hold the L trigger down all the time to do that crouch thing where you go faster - this is not remappable, thus the game is literally unplayable for me lmao)

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all-time worst though goes to the Cave snowboarding game on ps2 which has the same function mapped to L3 (not remappable) lol

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Itā€™s weird because in the PC peripheral space everyone understands that force and travel time are important, thereā€™s tons of documentation, etc. but in game controllers the travel and tolerances are long and loose even for arcade sticks.

Analog triggers are more or less only for driving games and experimental (sadistic) schemes like Grow Home imo. They cause unnecessary strain and motion for the most common actions in games, which is a side effect of manual camera control taking up the right thumb.

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wait grow home has analog trigger stuff? i only used the sticks and bumpers for climbing in that game, and i actually thought the control scheme was fine

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in retrospect, though i think pressing the bumpers so much is also not great lol, so