this post was submitted on 12 Dec 2023
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Steam Deck

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A place to discuss and support all things Steam Deck.

Replacement for r/steamdeck_linux.

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[–] Guntrigger@feddit.ch 2 points 11 months ago (2 children)

I would debate it. The xbox controller puts the sticks in the thumbs natural resting position, whereas the PS requires some thumb or grip repositioning.

Granted the latest dualsense are the most comfortable, but I always had issues with dualshocks.

[–] prole@beehaw.org 2 points 11 months ago

Dual Sense also has adaptive triggers which are awesome, and probably the best haptics I've felt in a controller.

[–] conciselyverbose@kbin.social -1 points 11 months ago (1 children)

That's entirely preference. There are just as many people who prefer the PS's layout.

There's no comparison on function.

[–] Guntrigger@feddit.ch 1 points 11 months ago (1 children)

What function does it have that can't be compared?

[–] conciselyverbose@kbin.social 2 points 11 months ago (1 children)

It doesn't even have gyro, and that's ancient at this point lol. Let alone the adaptive triggers that are entirely game changing or the way the vibration allows for extremely precise haptic feedback.

Many PS5 games are massively worse with any other controller.

[–] Guntrigger@feddit.ch 1 points 11 months ago (1 children)

I remember the gyro on PS3 not really being that much of a plus. Do any games make good use of it?

Xbox has had haptic feedback in the triggers for a long time, though adptive triggers do look like they are a step up.

[–] conciselyverbose@kbin.social 3 points 11 months ago

It depends on the game.

What the Xbox calls "haptic feedback" is pretty damn close to just "on" and "off". The Switch blows it out of the water, and the PS5 is way better than the Switch. It feels equivalent to a pretty high quality sound effect transmitted through your hands. Forbidden West, as an example, uses it to provide "audio" cues for a wind up power attack with multiple release times for different actions. It adds an incredible amount of thoughtless control, without taking away from the game's audio, and enables incredibly responsive combat. It's a very rich stream of information.

The adaptive trigger are on top of that. You can map partial vs full pulls on other controllers via steam input on PC, but actually executing that consistently is difficult for most people. The PS5 controller allows you to actually set a physical breakpoint for a partial pull, or pull through for a different action. It also allows even more information to be communicated through the amount of resistance on the trigger.

I think it's really unfortunate that the launch coincided with Covid killing in store console demo units. Getting hands on with Astro's Playroom would have showed a lot of people just how insanely impressive the tech is.