❌

Vue normale

  • ✇Yanko Design
  • 8BitDo’s $40 Xbox controller has a cable, a headphone jack, and drift-resistant sticks
    Wired earbuds staged a comeback a couple of years ago, helped by Gen Z deciding a dangling white cable looks cooler than an AirPods case. Wired gaming controllers could use some of that goodwill. 8BitDo’s new Ultimate 3C+ Wired Controller for Xbox skips the battery entirely and plugs straight into your console over USB-C. It costs $39.99, carries an official Xbox license, and brings tunable TMR sticks to the lowest-priced model in the Ultimate 3 family. You trade a little freedom of movement fo
     

8BitDo’s $40 Xbox controller has a cable, a headphone jack, and drift-resistant sticks

9 novembre 2026 à 18:30

Wired earbuds staged a comeback a couple of years ago, helped by Gen Z deciding a dangling white cable looks cooler than an AirPods case. Wired gaming controllers could use some of that goodwill. 8BitDo’s new Ultimate 3C+ Wired Controller for Xbox skips the battery entirely and plugs straight into your console over USB-C. It costs $39.99, carries an official Xbox license, and brings tunable TMR sticks to the lowest-priced model in the Ultimate 3 family. You trade a little freedom of movement for a controller that never needs charging, pairing, or a panicked hunt for a dongle.

There’s no battery to degrade over years of late-night Call of Duty sessions, and a 3.5mm jack sends game audio straight to your headset. The controller works with Xbox Series X|S, Xbox One, and Windows 10 or later. It arrives a few weeks after the wireless Ultimate 3C+, which launched in October for PC and Android at the same price. The Xbox version is built for console players who would rather never think about charge levels again. The included cable stretches 8.2 feet (2.5m), so measure your couch distance accordingly.

Designer: 8BitDo

TMR sticks you can tune for shooters or racing

8BitDo’s Dual Force Ring sticks combine adjustable tension with a soft-stop silicone ring under each stick to cushion the moment it hits the edge of its travel. Increase the tension if you prefer firmer resistance when aiming in shooters, or loosen it for the long, sweeping inputs of racing games. A 12-bit ADC sampling chip and a 216MHz processor read the stick position, which 8BitDo says improves precision and response. The sensors are TMR, short for tunneling magnetoresistance, and track stick position magnetically, without sliding electrical contacts. Potentiometer sticks rely on contacts that physically wear, which can cause stick drift.

Earlier this year, 8BitDo’s fanciest stick tech lived in controllers costing $99 and up. The Ultimate 3 series kicked off at CES 2026 with the $149.99 Ultimate 3E, and the $99 Ultimate 3 for Xbox brought force rings along in May. Now that adjustable tension sits inside a $39.99 controller with a cable hanging off it. Compare that with Microsoft’s Xbox Nano Controller, a $49.99 pocket pad that still ships with conventional potentiometer sticks. If your last Xbox controller died of drift, that difference in sensor tech may be the most persuasive line on this spec sheet.

Switchable triggers, extra bumpers, and lockable back buttons

A switch flips the triggers between linear Hall Effect mode and short micro-switch mode. Linear gives you the full analog pull for feathering a throttle, while micro-switch turns each trigger into something closer to a mouse click. Impulse Trigger rumble lives inside the triggers, with more vibration tucked into the grips. 8BitDo says a dedicated rapid-stop chip cuts vibration off quickly, so a gunshot’s rumble doesn’t linger. The idea is that when an explosion fades on screen, your palms stop buzzing too.

Two extra bumpers, labeled R4 and L4, join the standard shoulder buttons and can be remapped without software. Two back buttons sit under the grips, and a lock disables them when you would rather not trigger a reload by accident. 8BitDo describes the D-pad as clicky but smooth, says it has refined the ABXY buttons, and lists wear-resistant stick rings. It also widened the grip angle compared with the older Ultimate C Wired, stretching the body to 5.96 inches (151.5mm) long. It weighs 7.9 ounces (224g), just 8 grams more than its predecessor, with the revised grip intended to offer a more relaxed hold.

Ten dollars less than the Xbox Nano

Compared with the wireless 3C+, the Xbox model drops the turbo function and its sibling’s polling rate of up to 1,000Hz. It also skips the cardboard DIY stand that ships in the wireless box, a minor tragedy for anyone who enjoys a little arts and crafts with their unboxing. In return, you get the headphone jack, full Xbox console support, and an official license. Competitive players chasing every millisecond may miss the higher polling rate. For couch play, cable reach is likely to be the more immediate concern.

At $39.99, the 3C+ Wired undercuts the $49.99 Xbox Nano by ten dollars and Microsoft’s standard $64.99 controller by twenty-five. It also costs just $5 more than the older Ultimate C Wired for Xbox, which paired Hall Effect sticks with an RGB light ring. 8BitDo swapped that light show for tunable TMR sticks, which seems a useful trade for anyone more interested in stick feel than desk glow. Pre-orders are live on the 8BitDo eShop and Amazon in the US, with Matcha Green and Charcoal Gray units shipping November 16.

The post 8BitDo’s $40 Xbox controller has a cable, a headphone jack, and drift-resistant sticks first appeared on Yanko Design.

  • ✇Yanko Design
  • Razer Wolverine V4 Pro has four back buttons, but none have to stay
    Extra buttons on a game controller can be handy, at least until they get in the way of holding it. Razer’s Wolverine V4 Pro gives players a little more say in that arrangement, with magnetic back buttons you can remove instead of simply ignoring them. Available for Xbox and PC, the wireless controller also lets you change its thumbstick caps and even take off its faceplate. The four rear buttons come off without tools, making it possible to keep all of them, use only a pair, or clear the back e
     

Razer Wolverine V4 Pro has four back buttons, but none have to stay

Par : JC Torres
12 octobre 2026 à 04:15

Extra buttons on a game controller can be handy, at least until they get in the way of holding it. Razer’s Wolverine V4 Pro gives players a little more say in that arrangement, with magnetic back buttons you can remove instead of simply ignoring them. Available for Xbox and PC, the wireless controller also lets you change its thumbstick caps and even take off its faceplate.

The four rear buttons come off without tools, making it possible to keep all of them, use only a pair, or clear the back entirely. Blank inserts replace the unwanted controls, following the controller’s contours rather than leaving little gaps behind. It’s a small detail, but an important one when that surface is where your fingers spend most of their time during a game.

Designer: Razer

Of course, keeping those buttons attached makes sense when you’re juggling several actions at once. Their mouse-click switches can handle commands such as jumping or reloading, letting your thumbs stay on the sticks while your other fingers do the work. Two additional shoulder buttons bring the total to six remappable inputs, giving frequently used actions somewhere to go besides the familiar face buttons.

The thumbsticks get their own set of options, changing both their height and the surface beneath your thumbs. Short convex caps provide a rounded surface, while tall concave versions give your thumb a recessed resting spot and more height to work with. Razer recommends the taller caps for precise aiming. You can mix the supplied options, but swapping caps doesn’t mean you’re replacing the sensors underneath.

That flexibility continues with the triggers, which can switch between a short mouse-click action and a full analog pull using rear-mounted locks. The shorter setting suits firing in a shooter, while the longer travel lets you ease onto the throttle in a racing game. Through Razer Synapse, you can also adjust each trigger’s activation point to suit how you play.

Even the exterior is open to a little tinkering, thanks to a magnetic faceplate that lifts off without tools. Personalize that panel, or leave it off entirely to reveal the translucent housing underneath. The working components remain enclosed, so you’re changing the controller’s outer appearance rather than exposing its electronics. It’s an option for people who prefer seeing a bit of machinery.

The software takes care of the changes you can’t make with magnets. Four onboard profiles hold different button assignments and sensitivity settings, so a racing setup doesn’t have to overwrite your shooter preferences. You can also adjust thumbstick dead zones, deciding how much movement registers as input. That said, greater sensitivity can pick up tiny thumb movements you didn’t intend.

At $199.99 in the US, this level of customization doesn’t come cheap, and there’s no included carrying case to keep the removable pieces together. You’ll have to find your own place for spare caps and unused buttons. After spending that much on a controller you can rearrange, a dedicated home for the bits you’ve removed would have been rather welcome.

The post Razer Wolverine V4 Pro has four back buttons, but none have to stay first appeared on Yanko Design.

  • ✇Yanko Design
  • Apple is Working on Two iPhone Game Controllers Under its Beats Brand
    Concept Image Apple and the gaming crowd have always had one of those relationships where you nod at each other across a party and never actually walk over. Apple makes the chips, brags about them beating a PS5 in some benchmark slide, then goes right back to talking about spreadsheets and stargazing apps. Gamers, meanwhile, buy a Steam Deck or a Switch and never think about the iPhone in their pocket as a gaming device at all. Bloomberg’s Mark Gurman just reported that Apple wants to finally cr
     

Apple is Working on Two iPhone Game Controllers Under its Beats Brand

13 septembre 2026 à 16:45
Concept Beats branded iPhone game controller, close-up on the right grip showing X, Y, A, B face buttons, thumbstick, and red Beats logo, with the clamped iPhone home screen visible at left, lit in red.

Concept Image

Apple and the gaming crowd have always had one of those relationships where you nod at each other across a party and never actually walk over. Apple makes the chips, brags about them beating a PS5 in some benchmark slide, then goes right back to talking about spreadsheets and stargazing apps. Gamers, meanwhile, buy a Steam Deck or a Switch and never think about the iPhone in their pocket as a gaming device at all. Bloomberg’s Mark Gurman just reported that Apple wants to finally cross the room, having spent over a year quietly developing its own gaming controllers for the iPhone. The bigger twist is who gets to wear the name tag. Rather than an Apple logo, the hardware is reportedly launching under Beats, the audio label Apple has been slowly turning into its lifestyle catch-all since buying it in 2014.

Code unearthed in a leaked macOS 26.7 build gives the rumor real teeth, naming two unreleased devices, T6502 and T1057, each carrying its own dedicated controller profile instead of placeholder code. Both come with the standard gamepad vocabulary, sticks, triggers, a D-pad, face buttons, the stuff every controller on the planet already has. T6502 keeps things simple and wired. T1057 adds Bluetooth, motion sensors, and a noticeably different haptic engine, suggesting more than one idea is being tested at once. Nothing is priced, dated, or confirmed, but the code alone says this has moved well past a mood board.

Designer: Apple

Concept Beats branded iPhone game controller shown fully assembled with an iPhone clamped in the center, both grips visible with D-pad, thumbsticks, and red Beats logos, set against a dark background with a large red Beats logo behind it.

Gurman’s sourcing on the branding is the part I keep chewing on. He says Beats executives are leading both the engineering and the product concept, not just slapping a logo on something Apple’s industrial design team already finished. His reasoning is that the culture and lifestyle around gaming controllers fits Beats better than it fits Apple, and that the sub-brand gives the company room to use cheaper materials and a louder design without dragging down the premium finish people expect from anything wearing the actual Apple logo. Read between the lines and that is Apple admitting its own aesthetic has a ceiling. Titanium and glass photograph beautifully, but nobody wants to grip a cold slab for a three-hour Genshin Impact session. Beats, with its glossy plastics and its very unserious relationship with color, is a far more honest home for an object designed to be squeezed, dropped, and thrown in a backpack pocket.

Concept Beats branded iPhone game controller in two separated halves with the iPhone floating above, left grip showing D-pad and right grip showing face buttons, both with red Beats logos, resting on a dark reflective surface.

There is a decent trade-off lurking here too, and it is worth naming before anyone gets too excited. T6502, the wired one, is basic by design, which means it will likely be the cheaper, more disposable option with none of the motion sensing or richer haptics that make a controller feel alive. T1057 sounds like the one worth wanting, but Bluetooth controllers introduce pairing friction and battery anxiety that a simple USB-C plug-in never has to deal with. Apple will have to pick a lane, or price the two far enough apart that the choice makes sense, and so far there is no signal on either price or release window. History also isn’t fully on Apple’s side. The company has floated controller ideas for years without shipping one, and it once required developers to support the Siri Remote’s accelerometer as a de facto gaming input before quietly dropping that mandate. A leaked profile in a beta build is not a keynote slide.

Close-up of the left grip of a concept Beats branded iPhone game controller, showing the D-pad, thumbstick, and red Beats logo, with the clamped iPhone visible in soft focus behind it.

Where this actually matters long term is the software Apple has already built around it. iOS 26 shipped a dedicated Games app that pulls your library, your Game Center friends, and Apple Arcade into one hub across iPhone, iPad, Mac, and Apple TV, and Arcade itself has quietly grown past 250 titles for $6.99 a month. A first-party controller, even a scrappy Beats-branded one, gives all of that infrastructure something physical to plug into, which is a very different goal from just selling more hardware. It also puts Apple in the odd position of competing with its own shelf space, since the Apple Store already sells the Backbone One and the SteelSeries Nimbus, and we covered how Backbone’s own Pro model already chases full-size ALPS sticks and forty-hour battery life at a premium price. Razer’s brand new Prio takes the opposite approach entirely, folding down to credit card size for people who would rather not carry a controller-shaped commitment at all. Apple showing up now, later than everyone, wearing someone else’s logo, says less about gaming and more about how Apple treats every category it enters late. Quietly, sideways, and only once it has found a version of itself that does not feel like Apple at all.

The post Apple is Working on Two iPhone Game Controllers Under its Beats Brand first appeared on Yanko Design.

  • ✇Yanko Design
  • SteelSeries Aeon Pro switches between PC and console without re-pairing
    There is something slightly ridiculous about having a PC and an Xbox sitting on the same desk, then needing to re-pair a gaming controller every time you move from one to the other.  SteelSeries thinks the controller should simply know where it needs to go. That is the idea behind the Aeon Pro. The new wireless gamepad is built around a QuickSwitch Dock that can stay connected to both a PC and an Xbox. Instead of disconnecting one system, pairing with the other, and repeating the process later,
     

SteelSeries Aeon Pro switches between PC and console without re-pairing

9 septembre 2026 à 11:20

There is something slightly ridiculous about having a PC and an Xbox sitting on the same desk, then needing to re-pair a gaming controller every time you move from one to the other.  SteelSeries thinks the controller should simply know where it needs to go. That is the idea behind the Aeon Pro.

The new wireless gamepad is built around a QuickSwitch Dock that can stay connected to both a PC and an Xbox. Instead of disconnecting one system, pairing with the other, and repeating the process later, the controller can switch between them from the dock. SteelSeries says the system is patent-pending and describes it as the first of its kind for Xbox and PC.

Designer: SteelSeries

The dock is also where the Aeon Pro gets its other unusual trick. It holds a second battery while the first one is being used in the controller. When that battery runs low, it can be swapped for the charged one rather than plugging the controller into a cable and waiting. The batteries are the same type used in SteelSeries’ Arctis Nova Pro headsets, which makes the system particularly interesting for anyone already invested in that ecosystem. SteelSeries calls this its Infinite Power System. The numbers are up to 25 hours over 2.4GHz wireless or 28 hours over Bluetooth, although those figures account for the combined use of the two batteries rather than one battery lasting that long on its own. The Aeon Pro can also connect through USB-C and Bluetooth, and supports mobile devices alongside Xbox and PC.

The controller itself follows the now-familiar premium gamepad formula, but pushes it fairly far. Its thumbsticks use Hall-effect sensors, while the triggers can switch between full travel and a shorter hair-trigger setting. There are 18 mechanical switches across the controller and four programmable rear paddles, giving players plenty of ways to alter how they interact with a game. SteelSeries has also avoided burying every adjustment inside an app. A small OLED display built into the controller can show the active device, battery status, and profiles, while letting users remap controls and change settings directly.

PC players can go deeper through SteelSeries GG, including trigger and button configuration, rumble adjustments, and software profiles. Then there are the smaller touches. The thumbsticks are interchangeable, with different shapes and heights supplied in the box, and the spare pieces can be stored in the dock. A textured grip runs around the controller, while its 310-gram weight makes it considerably heavier than a standard Xbox controller, though still lighter than Microsoft’s Elite model.

The catch is the $259.99 price tag. The Aeon Pro costs more than most premium gamepads, including Microsoft’s own Elite-class controller in many markets. That makes the QuickSwitch dock and battery system more than clever conveniences. They are the features that need to justify why this particular controller deserves a permanent spot on a gaming desk.

The post SteelSeries Aeon Pro switches between PC and console without re-pairing first appeared on Yanko Design.

  • ✇Yanko Design
  • The 8BitDo Ultimate 3E Is the LEGO Set of Gaming Controllers
    Most controllers ask you to adapt to them. The 8BitDo Ultimate 3E flips that arrangement entirely, building a controller around the idea that your hands, your genre, and your platform should decide its shape instead of the factory floor. The face buttons, the d-pad, and even the joystick tops snap in and out as swappable modules, turning what’s usually a sealed, one-size-fits-all object into something closer to a toolkit. Pop off the magnetic faceplate and the accessory pack reveals its real pu
     

The 8BitDo Ultimate 3E Is the LEGO Set of Gaming Controllers

Par : JC Torres
9 septembre 2026 à 04:15

Most controllers ask you to adapt to them. The 8BitDo Ultimate 3E flips that arrangement entirely, building a controller around the idea that your hands, your genre, and your platform should decide its shape instead of the factory floor. The face buttons, the d-pad, and even the joystick tops snap in and out as swappable modules, turning what’s usually a sealed, one-size-fits-all object into something closer to a toolkit.

Pop off the magnetic faceplate and the accessory pack reveals its real purpose. A silicone membrane d-pad sits next to a tactile micro-switch version, and the joysticks come in tall, dome, and thick-neck shapes, each suited to a different grip or genre. Racing games favor a different thumb position than platformers, and for once, the hardware bends to match instead of forcing a single compromise across everything you play.

Designer: 8BitDo

Underneath those swappable caps, the joysticks themselves run on Tunneling Magnetoresistance sensors, a technology built specifically to resist the drift that eventually creeps into analog sticks after enough hours of use. Interactive RGB fire rings pulse around the base of each stick, translating movement into visual feedback in real time, a small touch that turns an otherwise invisible input into something you can actually watch respond.

The triggers carry their own bit of adaptability. Hall-effect sensors power two selectable trigger-stop positions, letting a shooter’s hair-trigger tap coexist with a racing game’s need for a longer, more gradual pull. Switching between them takes a flick of a physical switch, not a trip through a menu, which matters when a genre change happens mid-session rather than between them.

Connectivity spreads just as wide as the physical customization. The Ultimate 3E runs 2.4G wireless and wired modes for Xbox and PC, and switches to Bluetooth for mobile devices, now backed by a USB-C signal adapter for steadier range across more rooms and setups. Apple has officially signed off on compatibility too, covering iPhone, iPad, Mac, Apple TV, and even Apple Vision Pro, stretching the controller’s use well past the console it was designed around.

An integrated wireless charging dock handles power without cables cluttering a desk, while two pro-level back buttons and a pair of extra-fast bumpers add inputs for players who map more complex combinations. Three custom profiles let different games, or different people, keep their own configuration ready to load instantly, and a 3.5mm jack keeps wired headphones in the mix for anyone who still prefers a physical connection over Bluetooth audio.

None of this treats customization as an afterthought bolted onto a finished product. Every swappable piece, every sensor choice, feels like it was scoped out before the shell was ever molded, built around the idea that serious players tend to have very specific, very personal preferences about how a controller should feel in their hands.

The post The 8BitDo Ultimate 3E Is the LEGO Set of Gaming Controllers first appeared on Yanko Design.

❌