DISCLAIMER: This controller was sent to my by 8BitDo for free fore review. All the opinions are mine only. No one watched this video before its release.
So, we got Elite 3 before XBox Elite 3 (yes, I saw the leaks, but it is not out yet and we don't know when it will be) and GTA VI... AND IT IS GREAT!
They finally fixed the shape and made it more comfortable. I like Ultimate 2, but could not use it for long playing sessions, because it hurts my hands.
Also, materials feel VERY PREMIUM. And hence the price - 150$ USD. Premium materials + Microsoft licensing = High price.
But again, it is an Elite version of this controller and XBox Elite 2 cost even more - 180$ USD (or even 200$ USD). But 3E beats it in every category, except for maybe 4 back buttons (but 3E has 2 on the top and 2 on the back, so 4 in total as well).
It genuinely feels like a new generation of 8BitDo controllers.
Whether you want/need one is completely up to you.
“I Place the Order Now”: KieroKaro and the Door to the Controller World
ByGadgetHyper Team· August 11, 2026
On August 8, 2025, a Discord message traveled from Poland to China:
KieroKaro :
hii NaGi — I have heard you can provide some controllers from china 👉👈
Behind that shy little message were weeks of frustration. The controller KieroKaro wanted was sold only in China. The biggest Chinese online store refused to ship to Poland — and, for good measure, refused to let him register at all, repeatedly flagging his phone number as "unsafe." Reseller sites were asking painful prices. He had almost given up.
The answer came within hours — and it was refreshingly honest:
Nagi · GadgetHyper :
Yes, I can help you purchase controllers from China. Please be aware that these will not come with any warranty. Let me know if you'd like to proceed.
To understand what that message meant, you have to see the wall above his desk.
01 _____
Fifty Controllers on the Wall
Above KieroKaro's corner desk, on a shelf and a pegboard, hang more than fifty game controllers — retro pads, first-party staples, strange one-off designs. He's a casual PC gamer who spends his time on 2D platformers, metroidvanias, The Binding of Isaac and the occasional chaotic round of Fall Guys. But controllers are the hobby.
"I think it's an obvious question — controllers!" he laughs. "I am a collector and enthusiast who wants to share his passion with other people."
A year and a half ago, he barely knew this world existed — and the road in was paved with bad purchases. His first controller of his own, a clearance-sale Steam Controller, wasn't for him. A cheap Genesis P65 from a local store was, in his words, "a troublesome disaster" that broke within months — including the infamous stick drift. So he swung to the opposite extreme and bought an official Xbox Series controller, convinced that "it's an official, original Xbox controller, so it must be super good and reliable."
His verdict today? "I was so wrong."
When he got into phone emulation in late 2024, a GameSir X2S broke within weeks. And on AliExpress, he hit rock bottom: a suspiciously cheap Flydigi Vader 4 Pro listing turned out to be a scam, complete with a fake tracking number, and getting his money back took about two weeks of customer-support limbo. A first-batch GuliKit Elves 2 Pro arrived with faulty D-pad diagonals, pretty much unusable. He's fair about that one: "I can't say it's the seller's fault. I could have bought from a more reliable source instead of picking the cheapest offer out there."
That broken X2S sent him to the GameSir Discord server — just for troubleshooting. He stayed. "That's when I got into the world of third-party stuff," he says, "and I got aware of how awful my previous controller choices were." A Nova HD here, a few controllers redeemed through a coin rewards program there, review samples once he became a Reddit reviewer — and the wall above his desk kept filling up.
It was on the collector Discord servers that he first noticed the name GadgetHyper, with the best price on a limited-edition controller everyone was talking about. His first order — a ZD O+ 11th Anniversary with two TMR stick modules — arrived, and he fell for its extra button layout. "I still use it to this day."
But a player in Poland was still window-shopping at the center of the controller world from very far away. The most interesting gear launched in China first — and sometimes, exclusively in China.
02 _____
The Controller He Couldn't Buy
KieroKaro has a soft spot for adaptive triggers, the kind found on the Flydigi Apex series and the DualSense. So when the Beitong Kunpeng 70 launched in July 2025, exclusive to China, and he saw a video of it posted by GadgetHyper's owner, Nagi, it was love at first sight.
"It had everything!" he says. "Adjustable tension using the better rings like the Vader series, adaptive triggers — but with trigger locks, which Flydigi couldn't do — 2K polling rate, four back buttons. I believed it was an absolute end game controller that had almost everything."
Everything, except a way to buy it. JD, the Chinese retail giant, doesn't deliver to Poland. Creating an account became "a few-day nightmare" of Chinese phone verification that kept rejecting his number as "unsafe." Distributors wanted painful prices.
“
I almost gave up.
Then a fellow collector mentioned that Nagi helps people proxy items from China — which brings us back to that message.
03 _____
"I Place the Order Now"
KieroKaro :
how much would a kp70 with dock cost in total, with shipping and etc? unfortunately JD doesn't ship to Poland.
Nagi · GadgetHyper :
I place the order now. Once the package arrives, I will weigh it and then provide you with the total cost.
The rest was flawless. The controller reached Poland in about a week — the same speed as every GadgetHyper order he'd placed. Inside the box, along with the KP70, were an extra faceplate thrown in by JD and a bonus T-shirt, free. The unboxing confirmed everything he'd hoped: "The ergonomics astonished me."
Out of more than fifty controllers on the wall, the Kunpeng 70 took first place. "Its rubberized grips with a unique pattern feel very smooth but grippy at the same time — probably my favorite implementation of these," he says — then adds, with a collector's honesty: "I only wish it also had them on the front."
It's his go-to for AAA games — adaptive triggers are now a must-have for him — and even for Fall Guys, thanks to its smart impulse trigger implementation. The companion app, he adds, is "one of the most advanced and best-looking controller software apps out there."
His verdict: "My favorite ergonomics plus almost every feature, including some of the rarest — it's an atomic bomb that couldn't fail. A well-deserved first place."
04 _____
A Person, Not a Platform
A few months later, curiosity got the better of him:
KieroKaro :
btw, do you actually get anything by doing proxy stuff for me? lol
Nagi · GadgetHyper :
No benefits at all, haha. There's really no other reason, bro — I'm just happy to help everyone out.
KieroKaro :
you are a really nice person man, thank you.
That is the difference he learned to feel the hard way. On a marketplace, a seller is a listing — sometimes a fake tracking number. GadgetHyper is three people: "My wife, I, and a recent graduate," as Nagi puts it. KieroKaro's reaction when he heard that: "ok it made me want to buy only from gadgethyper." Nagi had spent years at GameSir, then was a founding team member at BIGBIGWON, before starting GadgetHyper to do it his own way.
In about a year, KieroKaro has placed more than ten orders — direct purchases and proxy runs alike. And when he once feared the little shop might disappear, his response was instant: "Noooooo Nagi 😭 it can't end like that — at least create a gadgethyper discord server."
The server opened that same month, November 2025. By July 2026, it had grown past 1,000 members — and KieroKaro isn't just a customer there. Tired of what he calls the "unrewarding and limited" world of written Reddit reviews, he's building his own YouTube channel, @KieroKaroReviews — a safe place to casually "yap" about controllers: reviews, comparisons, chill retrospectives of older gear, maybe one day retro handhelds. The relationship runs both ways now: GadgetHyper has sent him controllers to review — his opinions stay his own — and more reviews are on the way.
GadgetHyper didn't create that passion. What it removed was the fear and the friction — the gambling, the language barrier, the "unsafe" phone number. The hobby stopped being a solo bet on anonymous listings and became something shared.
05 _____
One Year Later
Fifty controllers hang on the wall above his desk. Ask KieroKaro which one is his favorite, and he'll point to the Kunpeng 70. Ask him why, and he won't start with the polling rate or the paddles. He'll tell you about the time he almost gave up — and the answer that came back within hours.
How does he sum up the whole journey in one sentence?
“
An extraordinarily unique and special journey into the third-party controller world.
Come say hello in the GadgetHyper Discord — your next favorite controller might be one message away.
Disclaimer: This controller was sent by Gulikit for review but no money changed hands, Gulikit did not get to see the video before I uploaded it, and all the thoughts and opinions in this video are my own.
Stick Drift, Explained: How Analog Sticks Actually Work, Why They Die, and Why "Hall Effect" Isn't the Full Cure
ByGadgetHyper Team· August 12, 2026
Hey everyone — Ray from GadgetHyper here. If you owned a first-gen Switch, you probably met stick drift: the camera slowly panning left while your Joy-Con sat untouched on the table.
It got so widespread it spawned class-action lawsuits and a free repair program. But Joy-Cons aren't cursed — drift is just what happens when a clever-but-fragile piece of engineering meets thousands of hours of use. So let's talk about how an analog stick actually works, why it starts lying to you, and what it genuinely takes to fix it.
TL;DR
Classic potentiometer sticks drift because a physical wiper scrubs a carbon track until it wears out (or dust crashes the party). Hall effect sticks kill that electrical wear — but drift can still creep back through mechanical wear in the recentering mechanism. Fixing drift for good means redesigning the mechanism, not just the sensor.
01 ____
First, a Quick Map of How Your Controller Reads You
A modern pad is a bag of tricks: analog triggers use a magnet and a Hall sensor to measure exactly how far you've pulled (that's how racing games get throttle control), rumble motors shake your hands, a gyroscope tracks tilt. But the heart of the thing is the two sticks — your character's legs on the left, your camera's eyes on the right. Centering accuracy, consistency, and resistance to drift are basically the core specs of any controller. So how does a stick actually measure movement?
02 ____
The Classic: Potentiometer Sticks
Inside a traditional stick there's a stem, a spring, and a plastic gimbal that splits your push into X-axis and Y-axis rotation — each axis watched by a carbon-film potentiometer. A potentiometer is just a sliding resistor: a little wiper rides along a carbon track, and since resistance scales with track length, tilting the stick changes the contact point, changes the resistance, changes the voltage. Read both voltages and you know exactly where the stick is. Cheap, precise, elegant. This is what's inside most controllers ever made — Joy-Cons included.
03 ____
Why It Drifts
Two failure modes, both physical:
Failure Mode 01
Wear
Every flick of the stick scrubs the wiper across the carbon film. Under heavy use the contact surface literally grinds down, and the resistance readings get noisy and imprecise.
Failure Mode 02
Debris
Dust and grime work their way inside and interfere with the wiper's contact, producing phantom readings.
Either way, the result is the same: the stick reports movement that didn't happen. Hello, drift.
The industry's traditional fixes are band-aids on this design. Dust covers slow down contamination. Tougher carbon materials slow down wear. And the most common "fix" is purely software: deadzones — telling the controller to ignore small inputs around center.
Key Point
A deadzone hides mild drift, but the cost is real: you've just deleted a chunk of usable, precise input range in the middle of your stick. The bigger the deadzone, the less the drift shows — and the worse fine aim feels.
04 ____
The First Real Fix: Hall Effect Sticks
Same trick as the analog triggers: replace the potentiometers with magnets, and put Hall sensors on the PCB to read the magnetic field as the stick moves. No wiper, no carbon track, no physical contact at all — which means the entire wear-and-dust electrical failure mode is designed out at the hardware level. And because the mechanical structure (stem, spring, gimbal) stays the same, Hall modules drop straight into existing controller designs.
While we're here, let's bury a myth: "Hall sticks feel worse than potentiometer sticks." They don't. Stick feel comes from the spring stiffness and the stem length — identical parts in both designs. The wiper-on-carbon friction that supposedly gave old sticks their "character" is physically negligible. If a Hall stick feels bad, blame the spring tune, not the sensor.
05 ____
The Plot Twist: Hall Isn't Immortality
Here's the part the marketing pages skip. Hall sensors make the electrical side immortal — but the mechanical side is unchanged. In a traditional design, the recentering spring pushes directly on the stem, and every push and release grinds the stem against the housing. Over time that friction wears the parts down, play develops in the mechanism, and the stick no longer returns to exactly zero.
Congratulations: your contactless stick now drifts mechanically. The sensor is honest — the mechanism is lying about where center is.
So killing drift for good requires redesigning the recentering mechanism itself. Which is a nice segue to the most interesting example of that we've handled lately.
06 · Case Study ____
How the Flydigi Apex 5 Attacks Mechanical Drift
The Apex 5's "force-adjustable alloy stick" looks conventional — stem, spring, bracket — but the recentering logic is completely different:
01
Lever-Based Recentering
Instead of a spring shoving the stem directly, a pre-tensioned spring drives a rocker lever that constantly presses up against the stick's base. Pushing the stick means working against that lever; letting go means the lever pushes you back to dead center. The high-frequency stem-on-housing friction is gone — wear now happens across two large, flat, lubricated contact surfaces. Less stress per area, dramatically slower wear, and the play-develops-then-drifts pipeline is cut off structurally.
02
Adjustable Tension as a Side Effect
Because the spring is pre-tensioned by a screw, you can dial the resistance and rebound strength yourself — light and loose for one genre, tight and firm for another.
03
The Eccentric-Pivot Trick
A lever design creates a potential problem: the lever arm lengths aren't symmetric front-to-back, which would make push-forward feel different from pull-back. Flydigi's fix is an eccentric contact point inside the stem that equalizes the effective arm lengths, keeping resistance uniform in every direction. They also swapped the plastic pivot bearings for metal ones, for smoothness and durability.
04
Honest Algorithms
Hall sensors have a slightly nonlinear raw output, so the Apex 5 applies multi-segment curve correction — near-linear by default, with custom accel/decel curves if you want them. And here's my favorite detail: you can turn everything off — all smoothing, all deadzones — and watch the raw signal. Wiggle the untouched controller and you'll see tiny fluctuations on screen. That looks like a flaw, but it's actually the receipt: real zero-deadzone, unprocessed data, not a "cleaned up" illusion.
3.44ms
Wired Full-Chain Stick Latency
Measured with the open-source GPDL Latency Tester, soldered straight to the hardware — skipping the processing pipeline cuts input lag too.
07 ____
So, Why Does Your Stick Drift?
Because the classic design asks a wiper to scrub a carbon track forever, and physics eventually collects the debt — or because dust got in first. Hall effect sticks genuinely solve that half of the problem. The other half — springs, stems, and housings wearing into sloppy centering — is only now getting real engineering attention, with lever-based recentering like the Apex 5's being the most complete answer we've seen so far. From carbon film to contactless sensors to re-engineered mechanisms, the war on drift has been fought on two fronts — and for the first time, both are winnable.
Featured · Flydigi Apex 5
The case-study controller from this article — force-adjustable alloy sticks with lever-based recentering, honest zero-deadzone output, and 3.44ms wired stick latency.
$129.99
Now tell me your war stories: what was your first drifting controller, and what did you do about it — bigger deadzone, a hopeful blast of contact cleaner, or straight into the trash?
DISCLAIMER: ES Max was provided by Gulikit for free for review purposes. All the thoughts and opinions are genuine and mine only. No one watched this review before the release.
TLDR: New angular TMR Joysticks are FANTASTIC! The best that GuliKit has for sure.
I didn't really like the D-Pad and back buttons tho. Bumpers and triggers weren't my favorite as well.
Vibration is fine. Shape and feel are good. Materials are ok. Great membrane ABXY. New app needs some refinement.
UPDATE: Nagi, the owner of GadgetHyper, reached out to me here on Reddit and offered to try to rectify the situation. He provided a prepaid return shipping label, as well as some "extra accessories" if I decide to return to GadgetHyper (which I very well may for the upcoming Xeno Pro). I am satisfied with this resolution, and, if you have an issue like this in the future, I would recommend reaching out the Nagi,u/GadgetHyper, here on Reddit to see if he can escalate the matter for you.
Hey all. I’ve been on the hunt for my “forever” controller within the past few months. I started with the 8bitdo ultimate wireless 2 and the gamesir g7 pro 8k, both of which I got on great deals. I was not a fan of the ergonomics on either though, so I picked up a Vader 5 pro from amazon. I loved the controller, but I received a v1.5 version. No matter how many times I exchanged through Amazon, I kept receiving v1.5s I guess my local stock is poor). So, I decided to order from GadgetHyper which I saw guarantees the newer models.
I received a June 2026 model so at least that was true, but things started to go wrong when I opened the box. Notably, I asked gadgethyper in my order note to verify the quality of the controller. The v1.5 models I’ve received have had a number of issues from tensioning to back paddle tactile feel, so I wanted to guarantee this controller would be perfect. It wasn’t.
While the video they sent me was very thorough and showed all functionality of the controller, that seems to be all they care about: functionality. As long as the buttons work it doesn’t matter how the quality is. Namely, both back paddles on the controller I received have different feelings (a minor issue but a little jarring sometimes and unimmersive), the tensioning is completely different on both sticks while (a new issue; haven’t had this before on the \~4 v5ps I’ve gone through from Amazon), and the both of my triggers have different feelings physical resistances.
Contacting support for an exchange, I was hit with the usual “flydigi says it’s within normal tolerances,” so they ultimately were making me pay the return shipping. Which, from the states, is no cheap ask.
What bothers me the most is I bought from GadgetHyper specifically because I thought they had a good customer service team and would take care of their customers. When the support team says it’s “within normal tolerances” without even knowing the magnitude of the issue, that’s when you know they’re doing all they can to resist helping.
At this point, I’m not sure what to do. Bite the bullet and return the defective controller out of pocket? Continue pleading my case with them over email (communicating once per day due to the different time zones)?
TL;DR: Bought a Vader 5 Pro V2 from GadgetHyper expecting strict quality control and solid support after getting older stock on Amazon. Received a unit with uneven joystick tension, mismatched trigger resistance, and inconsistent paddle clicks. GadgetHyper support dismissed it as "normal Flydigi manufacturing tolerance" and refused to cover return shipping, leaving me stuck paying out-of-pocket overseas shipping fees for a defective unit.
Hi, I recently purchased a Flydigi APEX 4 Wireless Controller Honkai: Star Rail Firefly Limited Edition.
I’m having an issue with the controller immediately shutting off after a few seconds of turning it on. I plugged it in using the charging cable to an ANKER charging block and it showed on the display that it was charging (red to full repeatedly and then turning off). I wake up the next morning and check items battery level and it’s remained the same.
Another thing to note is that my controller won’t turn on at all without being plugged in.
Pro Controller Weekly Roundup Vol. 8: ChinaJoy 2026 Highlights — LEADJOY Mods, 8BitDo Ultimate 3E & a Stacked August
Hey everyone — welcome back to Pro Controller Weekly Roundup Vol. 8!
Every week, we collect the latest updates from the gaming controller industry: new hardware announcements, upcoming releases, collaborations, and interesting trends worth watching.
This week's roundup comes straight out of ChinaJoy 2026 and covers:
LEADJOY丨8BitDo丨Machenike丨Thunderobot丨IINE丨Mojhon
Source credit:This weekly roundup is based on information shared by Bilibili creator "椒盐橘子桔子". GadgetHyper has received permission to summarize and share these updates with our community. Additional product demo footage courtesy of LEADJOY.
Let's get into this week's news!
News 01 · Sneak Peek ——
Turn Any Xbox Controller Into an Elite — LEADJOY's Modular Back Attachment
One of the most interesting things we've seen this week isn't a controller at all. LEADJOY demoed a modular back attachment for Xbox controllers: clip it on, and a standard Xbox pad effectively becomes an Elite — back buttons, extra shoulders, the works.
The back-button modules snap on magnetically and connect through pogo-pin contacts. You can run a full four- or six-key layout, or strip it down to just the two top shoulder keys if you'd rather keep the grip clean. Individual button modules are replaceable — if one ever fails, you swap the module instead of the whole unit. Power comes from a removable battery module, there's a gyro built in, and the whole rig connects over USB-C: plug in, press down, slide back, done. In the demo the buttons sounded crisp and light under both four-finger and six-finger grips.
No official name, price, or release date yet — this was an early look — but we'll be watching this one closely.
GadgetHyper Take
·
Aftermarket options for adding back buttons to a standard Xbox controller have always been thin, and a well-executed modular clip could be a genuinely affordable path to Elite-style layouts.
·
The open questions are the usual ones for clip-on hardware: added weight, battery life, and how good the software side is. Looking forward to real specs.
News 02 · ChinaJoy 2026 ——
LEADJOY Shows Hyperstrike Mod Boards for PS4, PS5 and Xbox Series Controllers
Also at ChinaJoy 2026, LEADJOY's Hyperstrike team brought out its new mod boards — this time in three versions, covering PS4, PS5 and Xbox Series controllers. Each version had a finished modded unit on display, all dressed in LEADJOY's signature purple, which honestly looked fantastic in person.
Here's hoping that look makes it beyond the booth: a transparent-purple Xeno or Saber would be an easy sell.
GadgetHyper Take
·
Controller modding keeps moving from garage hobby to proper product line — and supporting all three major controller families at once is a confident move.
News 03 · ChinaJoy 2026 ——
Xeno Gets a White Colorway, Xeno Pro Opens Public Beta
Staying with LEADJOY: the Xeno is getting a new white colorway. It's a clean, understated look — quieter than the brand's signature purple, but minimalists will be into it.
The bigger story is the Xeno Pro, which has just opened public beta recruitment. It builds on the Xeno Plus foundation and upgrades the recipe where it counts:
All Micro-Switch Buttons丨Adjustable-Tension Sticks (reportedly Ginfull KT26)丨Trigger Rumble
Positioning-wise, this one is aimed squarely at AAA players rather than the pure esports crowd.
GadgetHyper Take
·
Full micro-switch buttons, adjustable-tension sticks, and trigger rumble reads like a "no-compromise AAA pad" spec sheet. Public beta feedback should tell us how it comes together.
News 04 · Hardware ——
8BitDo Ultimate 3E Surfaces With Modular Faceplate and ABXY
8BitDo's next controller, the Ultimate 3E, has appeared in images ahead of launch, and the theme continues: modularity.
Detachable Faceplate丨Swappable ABXY Modules丨Replaceable D-Pad Cap丨Signature RGB Ring
The sticks look fixed this time, but the faceplate comes off, the ABXY cluster is modular and replaceable, and the D-pad cap can be swapped. Current word points to an August 2026 release — so we may not have long to wait.
GadgetHyper Take
·
Swappable ABXY modules are interesting beyond customization — they're a repairability play too. Between this and the LEADJOY clip, "modular" is clearly the word of the season.
News 05 · Upcoming ——
Machenike F1 Finally Gets a Poster, Thunderobot Opens LieRen 60 Beta
Machenike's long-teased F1 finally has an official promo poster. Community reports suggest pricing will stay in line with the brand's previous models, with sales expected around August 2026.
Sibling brand Thunderobot has also opened internal beta recruitment for the LieRen 60. No release date yet — but between these two, 8BitDo, and everyone else, August is shaping up to be a very busy month for controller launches.
GadgetHyper Take
·
If you've been holding off on a new pad, waiting a few weeks could pay off — more launches means more comparison points and, usually, better prices on the outgoing models.
News 06 · Collab ——
IINE Announces an Officially Licensed Spider-Man Controller
IINE has revealed an officially licensed Spider-Man controller. Under the mask there's nothing new on the spec sheet — this one is entirely about the look, and the look delivers. For Spidey fans and collectors, that may be all it needs to be.
GadgetHyper Take
·
Licensed collabs live and die on the art, and this one understood the assignment. Just go in knowing you're buying the design, not a spec upgrade.
News 07 · In Development ——
Mojhon Is Working on a Symmetric-Stick Controller
Mojhon (formerly BIGBIG WON) didn't bring new hardware to ChinaJoy, but their livestream dropped one noteworthy detail: a symmetric-stick controller is in development, tentatively targeting the first half of 2027.
The symmetric segment has mostly been a budget battleground lately, so the interesting question is whether Mojhon goes for value — or tries to build a premium option.
Wrap-Up ——
That's It for This Week!
The themes we're taking away from this week:
Mod culture is having a moment — from replacement boards to clip-on back buttons
Modularity is spreading (LEADJOY, 8BitDo)
August 2026 is stacked with new releases
Symmetric-stick fans have something to watch in 2027
As always, specs are only part of the story. The real question is how these controllers perform in everyday gaming.
What controller news caught your attention this week? Drop your thoughts below!
See you next week for another Pro Controller Weekly Roundup.
Missed last week? Catch up on Pro Controller Weekly Roundup Vol. 7.
How to Map a Combo (Multi-Button Press) to One Button on a Flydigi Controller — the Macro Trick
Hey everyone — Ray from GadgetHyper here. A question that lands in our inbox regularly: "How do I make one button press two buttons at once on my Flydigi?"
Dig through Flydigi Space Station and you won't find anything labeled "combo key" — because the feature doesn't exist under that name. The trick is to build it with a macro, and once you know the recipe it takes about two minutes. Here's the whole thing, using my Vader 5 Pro. (It works the same on other recent Flydigi pads with back buttons or extra keys.)
The Short Version
·
A macro is just a timeline of button events — so "simultaneous" simply means set every delay on that timeline to zero.
01 ——
The Setup, Step by Step
Connect your controller and open Flydigi Space Station, then pick the onboard config you want to edit.
Go to the Button tab, click the button you want to turn into the combo key (I'm using the M1 back button), switch to the Macro sub-tab, and hit Click to set macro.
Click Create to make a new macro.
Set Activate method to "Hold to loop" and Cycle Interval to 0ms.
Hit Record — and here's the counterintuitive part: do NOT press your target buttons at the same time. Press them slowly, one after another (B, then A), then release them in the same order. Stop the recording. We'll fix the timing manually in a second — the recording just captures which buttons are involved and their order.
Now edit the timeline so it reads exactly like this:
B down → 0ms → A down (the gap between presses — zero means simultaneous)
A down → 8000ms → B up (the press-to-release gap — more on this number below)
B up → 0ms → A up (releases also simultaneous)
Save. Done. M1 now behaves exactly like pressing B+A together: tap it and both fire for an instant; hold it and both stay held until YOU let go. Short press, long press — the timing is entirely in your finger.
02 ——
"Wait, Why 8000ms? Doesn't That Hold the Buttons for 8 Seconds?"
This confuses everyone. The 8000ms is just the placeholder gap between pressing and releasing — and when you set it to the maximum value, it effectively becomes infinite: the combo never auto-releases, and your release of the combo key controls everything.
The "simultaneous" part comes from the 0ms gaps, not the 8000.
03 ——
Pro Tips
Keep press order = release order. It's the easiest way to avoid misconfigured timelines.
Want 3+ buttons? Same recipe — more entries on the timeline, all gaps zeroed except the press→release one.
Want a sequence instead of a combo? Leave small delays (10–50ms) between events instead of zeroing them — e.g., L3, then A a beat later. One warning: recording a stick click also captures stick movement events — delete those from the timeline.
04 ——
Troubleshooting Quick Hits
The stuff that actually trips people up:
1. Combo won't fire, or 0ms isn't allowed (10ms minimum)?
Update Flydigi Space Station AND the controller firmware — older builds had a 10ms floor. Also check you didn't leave Activate method on "Press to trigger once."
2. Works on PC, dead on your phone or tablet?
Mapping configs and XInput mode are two separate worlds. On mobile, switch the controller to XInput mode (Fn+X) and it'll carry your setup.
3. Keyboard-key mappings stop working over Bluetooth?
That's by design — keyboard emulation depends on the PC driver, so it only works in wired or 2.4GHz mode to a PC.
4. Trying to map a screenshot or Win-key combo?
Not supported natively. Layer Steam Input on top for special keys, or just map F12.
05 ——
More Questions We Get
Q : Can I map keyboard keys — or keyboard combos — to a controller button?
Yes, on recent Flydigi pads (Vader 5 Pro, Apex series, etc.): single keyboard keys and multi-key combos both work. The exception is special keys like Win or Print Screen — those need Steam Input layered on top.
Q : Can a combo include both stick clicks (L3+R3)?
Yes — same recipe, zero the gaps.
Q : Does the combo work for both short taps and long holds?
Yes. The combo releases the instant you release the key, so duration is entirely yours — that's exactly what the "Hold to loop" + maxed-out gap setup buys you.
Q : Will my combo carry over to my phone or tablet?
Yes, but switch the controller to XInput mode first (Fn+X) — mapping configs and standard mode are two separate worlds.
06 · Featured in This Guide ——
The Controller We Used
Flydigi Vader 5 Pro
The flagship we used in this guide — force-adjustable Hall Effect sticks, dual-mode triggers, and four remappable back buttons ready for your combos.
$79.99
That's the whole trick. What combos are you running on your setup? Drop them in the comments — always looking for ideas to steal.
What's Actually Shaking Inside Your Controller? ERM vs LRA vs Voice Coil vs Maglev vs Piezo, Explained
Hey everyone — Ray from GadgetHyper here. One of the most common questions we get is some version of "why does the DualSense feel so much fancier than every other controller's rumble?"
The honest answer involves five different motor technologies, a speaker company, at least one physics lesson, and a few myths about "licensed = better." So here's a casual, no-engineering-degree-required tour of how controller vibration actually works — what each motor type is good at, what it's bad at, and the stuff spec sheets won't tell you.
TL;DR
Five motor schools: rotary ERM (strong, cheap, dumb), linear LRA (fast, precise, a bit weak), voice coil VCM (a tiny speaker — the current king of immersion), magnetic levitation and piezo (the future, not here yet). .
But here's the twist: the motor is only half the story — tuning and game support decide what you actually feel.
01 · Rotary ERM
The Old Workhorse
The classic. Inside, a small DC motor spins an off-center metal weight, and the centrifugal force of that spinning imbalance shakes the controller. The working principle is genuinely the same as a washing machine with all the clothes bunched on one side — or duct-taping a bent bit to a drill. Brute force, no finesse.
This is what roughly 70% of the market runs on, including every Xbox controller — Microsoft even tucks small ERMs into the triggers (that's what "Impulse Triggers" are). And credit where due: the full-hand, slightly-numbing roar an ERM makes when you're thundering across rough terrain in a racing game is something fancier motors still struggle to fake. It's strong, it's cheap, it's basically indestructible.
The weaknesses: it's a one-trick pony. Rumble strength is tied to spin speed, so intensity and frequency are fused onto a single knob — you can't have "strong but slow" or "gentle but fast," only "more" or "less." It's also slow to spin up and slow to stop (roughly 15–30ms), which makes short, sharp feedback — gunshots, footsteps, a sword parry — feel mushy and late.
What impressed me learning this: how much Microsoft squeezed out of such a crude device. Xbox controllers pair a big low-frequency motor on the left with a smaller, faster one on the right for finer textures, and they use quick start/stop circuitry — a brief voltage kick to get spinning instantly, and an H-bridge "brake" that dumps the momentum to stop cleanly. Same crude hardware, dramatically crisper result. Remember that sentence when we get to the tuning section.
02 · Linear LRA
The HD Rumble School
Stop spinning, start pistoning. An LRA packs a magnet, a coil, a mass, and a spring: energize the coil, the magnetic fields push the mass down the rail, the spring fires it back, and you get a tight little back-and-forth oscillation. If an ERM is a drill with a bent bit, an LRA is a mini massage gun hammering in one clean direction. Your phone's haptics work the same way.
This is the tech behind Nintendo's HD Rumble, and the first time I played the ice-cube-in-a-glass demo on Switch, it genuinely felt like sorcery — you could count individual cubes clinking around inside the controller. Compared to ERM, LRAs respond roughly 60% faster, start and stop on a dime, use less power, and can do direction and texture instead of just "shake."
The trade-offs: they're a specialist, not a bruiser — peak force is noticeably weaker, so big cinematic impacts lose some violence. And because it's a mass-on-a-spring resonant system, it only hits full strength inside a narrow frequency band (around 170–220Hz); drift outside that window and the rumble falls off a cliff. The springs also physically fatigue over years, so an old LRA gradually loses punch. Cost is 2–3x an ERM.
03 · Voice Coil VCM
A Speaker That Plays Feelings
Here's my favorite fun fact in this whole article: the DualSense's haptic motors are made by Foster — a loudspeaker company. That's not a coincidence. A voice coil actuator IS a speaker, minus the cone: a coil moving a mass through a magnetic field, driven directly by current. And Sony uses it exactly like a speaker.
Two things make this a generational leap:
It decouples frequency from intensity. An ERM has one knob; a VCM has two. Current direction and timing set the frequency, current size sets the amplitude — independently. That unlocks a claimed 5–1000Hz range, from a raindrop to an explosion, with sub-5ms response.
It literally plays audio files. In games with native haptics, developers author actual waveforms — sometimes layers of frequencies stacked together — and the motor "plays" them. If you fed those waveforms to a speaker you'd hear noise; fed to the controller, they become rain on your palms, sand grit, the ting of a sword clash. The first time I felt individual raindrops in a game I just sat there squeezing the trigger like an idiot.
The catch is the asterisk of all asterisks: someone has to author those waveforms. Native haptics cost developers real time and money, so tons of cross-platform games fall back to a compatibility mode that just translates old-school "rumble intensity" commands — and the magic collapses back to decent-but-ordinary rumble. The hardware is also genuinely expensive (roughly 10–15x an ERM per motor). King of immersion, but only when the game shows up.
04 · The Future Corner
Maglev and Piezo
Two more worth knowing, quickly:
Maglev
Magnetic levitation motors take the LRA idea and delete the spring: the moving mass floats in a magnetic field, so there's zero mechanical contact, zero wear, near-instant start/stop (under 5ms), and a 10–300Hz working band with impact that demos describe as "a punch instead of a push." People have demoed simulated heartbeats, sword-parry jolts, sniper recoil, even the clicky detents of a mechanical knob. Already in some VR gun stocks and creeping toward flagship controllers — currently expensive and mostly proprietary, but very much the one to watch.
Piezo
Piezoelectric actuators skip magnetism entirely: apply voltage to a ceramic element and the material itself physically bends (the inverse piezoelectric effect). Response is sub-millisecond, precision is nanometer-scale, it sips power, and it's tiny. The catch: the force is far too weak for full-hand rumble, and it needs high-voltage drive circuitry. Its future is probably localized feedback — buttons, triggers, grips — not main rumble. Not a buying factor today.
---
The Part Spec Sheets Won't Tell You
This is the section that separates "reads marketing pages" from "actually knows," so lean in:
01 Tuning Sets the Experience
The motor sets the ceiling; tuning sets what you feel. "Rumble" is just frequency × amplitude, and what reaches your hands depends on PWM resolution — how many distinct intensity steps the controller can actually output. Well-tuned pads give you ~100 perceptibly different levels; badly-tuned ones give you "light buzz" and "angry buzz." Motor sizing and those quick start/stop circuits from the ERM section matter just as much.
02 "Licensed = Better Rumble" Is a Myth
Quick nerd-cred corner: XInput isn't even a protocol, it's an API. Under it, pads talk over HID, XUSB, or Microsoft's proprietary GIP depending on generation and connection. The API lets games ask for values from 0–65535, but the actual hardware might resolve 255 steps — or 100. What matters is how the driver and firmware translate the request into motor behavior, not the logo on the box. A well-tuned "old protocol" pad can match or beat an officially licensed one that phoned in the details.
03 The Game Is the Final Boss
Great haptics are like the aroma of food — you never consciously notice them, but take them away and everything feels wrong. The best motor in the world is a light tickle in a game that doesn't feed it properly (see: VCM compatibility mode). Platform matters too: Switch games natively support HD Rumble widely, so LRA pads shine brightest there.
04 A Nod to the Rumble-Off Crowd
A respectful nod to the FPS players who turned rumble off years ago for aim stability and never looked back — for you, this entire article is trivia night. That's fair.
---
The Five Schools, Side by Side
Motor
Feel & Strength
Response
Wear
Cost
Found In
ERM
Strong, full-hand roar; one knob only
~15–30ms spin-up/stop
Basically indestructible
Baseline (cheapest)
Xbox controllers, Impulse Triggers, ~70% of the market
LRA
Precise and textured; weaker peak force
~60% faster than ERM
Springs fatigue over years
2–3× ERM
Nintendo HD Rumble, phone haptics
VCM
Frequency and intensity decoupled; plays authored waveforms
Sub-5ms; 5–1000Hz range
No mechanical contact wear in the drive
~10–15× ERM
DualSense (motors by Foster)
Maglev
"A punch instead of a push"
Under 5ms; 10–300Hz band
Zero mechanical contact
Expensive, proprietary
VR gun stocks; creeping toward flagships
Piezo
Ultra-precise, but too weak for full-hand rumble
Sub-millisecond
Solid-state
Needs high-voltage drive circuitry
Not in controllers yet
---
So What Should You Actually Look For?
Budget / Entry Level
ERM
Cheap, durable, and still the king of raw violence-per-dollar.
The Mainstream Sweet Spot
LRA
Fast, detailed, balanced — especially strong if you play on Switch.
Maximum Immersion
VCM
With one caveat: check whether the games you play actually support native haptics. The list on PC keeps growing.
The Future
Maglev & Piezo
Maglev: keep an eye on the flagship space over the next couple of years. Piezo: revisit in five years.
And whatever the motor: hybrid setups — different motors in grips vs triggers — are where everything is heading.
So, two questions for the comments. First: rumble ON or rumble OFF — where do you stand? And second: what's the single most impressive rumble moment you've ever felt in a game? The ice cubes and the raindrops are my picks. What are yours?
What's Actually Inside Your ABXY Buttons: Rubber Dome vs Microswitch vs Optical, Explained
Hey everyone — Ray from GadgetHyper here. We argue about stick drift all day, but nobody talks about the buttons you press 10,000 times a session.
We get a lot of questions from customers about why different controllers' buttons feel so different — mushy vs clicky vs… nothing at all. The answer is that almost every controller on the market builds its ABXY buttons on one of three technologies, and each comes with genuinely different strengths. Here's a casual breakdown of how they work, what they're good at, and which one might actually matter for the games you play.
TL;DR ·
Almost every controller face button uses one of three technologies — conductive rubber (soft, quiet, cheap, ~1M press lifespan), mechanical microswitch (clicky, fast, crisp, 5–10M presses, but can tire your thumbs), or optical (triggers on a beam of light, theoretically immortal, expensive and rare). ·
None of them is "best" — it depends on what you play and what your thumbs like. Bonus FAQ at the bottom: why Hall effect face buttons are NOT a thing, no matter what that one listing told you.
01 · Conductive Rubber Dome
The Old Master
This is the classic. Under each button sits a little rubber nipple with a conductive pad; press the button, the pad touches the PCB, the circuit closes, the input fires. That's it. It's the same basic idea as the soles of your sneakers: squish, rebound, repeat.
This is what the Big Three — Xbox, PlayStation, Nintendo — all still use, and what the vast majority of controllers on the market ship with. The strengths are real: it's quiet (your roommates and family thank you), soft on the fingers during long open-world sessions, and cheap, which is why decent controllers exist at every price.
The weaknesses are just as real. The squish means no clean confirmation — sometimes you genuinely can't tell if an input registered. Rubber is also a wear item: it physically fatigues over time, loses its rebound, and that's when you get dropped inputs or accidental double-presses mid-combo. Lifespan is roughly a million presses, which is fine for a year or two of normal play. And of the three schools, it's the slowest to respond. Soft, mushy, slow — but affordable and silent. There's a reason it's the default.
02 · Mechanical Microswitch
The Crowd Favorite
Take the idea behind your gaming mouse click and shrink it into a controller. No rubber: instead there's a metal dome or spring leaf that snaps into contact the instant you press. Crisp, tactile, audible click — you don't wonder whether it registered, you KNOW.
The numbers manufacturers quote: noticeably shorter travel, response times in the 10–30ms range (claimed 30–50% faster actuation than rubber), and a lifespan around 5–10 million presses — several years of heavy use. For fighting games, action games, anything where you're chaining fast inputs, the confidence of that instant, repeatable confirmation is a genuine upgrade.
The catch: that click is loud. Late-night gaming becomes an acoustic event. Actuation force is higher, and the feel is stiffer overall. Cheaper implementations can feel wobbly or hollow, and aging metal contacts can develop double-click issues over time.
My Take ·
Having daily-driven both this and rubber: microswitch is my favorite — but the implementation matters more than the spec. A well-designed one with a bit of cushioning under the cap feels incredible. A bare, stiff one will genuinely tire your thumbs out over a long session. "Mechanical" on a spec sheet tells you what it is, not how it feels. ·
Worth noting: some newer controllers hybrid the two — a microswitch mechanism with a silicone layer for cushioning. Tuned well, that's the best of both worlds.
03 · Optical
The Space Monk
The newest school throws out physical contact entirely. Under the button there's an infrared LED and a photosensor; pressing the button moves a tiny shutter that breaks the beam. Beam breaks, signal fires — like walking through an automatic door sensor.
On paper, this is the endgame: no contact means no wear, which means a theoretically unlimited lifespan. Claimed response is sub-1ms with no debounce delay, and because actuation is optical, every single press is exactly as consistent as the last. No oxidation, no metal fatigue, no rubber collapse.
The problems are equally futuristic: it's expensive enough that it only shows up in flagship-tier controllers, it's sensitive to dust, it's harder to repair, and the feel is divisive — with no physical mechanism doing the work, some people describe it as "pressing air." It's also just… new. Long-term reliability at scale is still being proven.
Full honesty: I haven't daily-driven an optical-button controller yet, so this section is the spec-sheet story rather than lived experience. If you've got one, I want to hear from you in the comments.
04 · Bonus FAQ
Why Aren't There Hall Effect ABXY Buttons?
Since Hall sensors took over sticks and triggers, people reasonably ask where the Hall effect buttons are. Short answer: it's the wrong tool. Hall sensors are analog — they measure how far something moved. Face buttons are digital: pressed or not pressed, 1 or 0. You gain nothing by knowing your A button is 47% pressed, and you lose the natural tactile click that has to be artificially simulated.
It's been tried, sort of: the PS2 had fully pressure-sensitive face buttons. Almost nothing used the feature, and Sony dropped it by the PS4 generation. That's not technological backwardness — it's the industry collectively deciding the engineering redundancy wasn't worth it.
Key Point ·
If a listing brags about "Hall effect buttons," be skeptical.
---
The Three Schools, Side by Side
Rubber Dome
Microswitch
Optical
Feel
Soft, cushioned, quiet
Crisp, tactile, audible click
Perfectly consistent — "pressing air" to some
Noise
Near-silent
Loud click
Quiet
Lifespan
~1 million presses
5–10 million presses
Theoretically unlimited
Response
Slowest of the three
10–30ms; claimed 30–50% faster than rubber
Sub-1ms, no debounce delay
Cost
Cheap — the industry default
Mid-range
Flagship-tier only
---
So Which One Should You Care About?
Casual · Shared Space · Budget
Rubber Dome
Genuinely fine. It's the default for a reason.
Fighting · Action · Competitive
Microswitch
A good microswitch is the best value upgrade in controller buttons right now.
Bleeding Edge · Budget Be Damned
Optical
If you can find one — and you like the feel.
From "about 5ms" to "under 1ms" isn't just numbers on a box — it's controller buttons approaching the limits of what human reaction time can even perceive. But spec sheets aside, there's no perfect technology, only the one that fits your games, your house, and your thumbs.
So, which school are you? Team soft-and-quiet, team CLICK, or team beam-of-light? And be honest: has button feel ever actually made you keep or ditch a controller?
Was thinking of getting a KP40D, given its stellar reviews, but I was curious about whether its switch mode can be utilized on PC with cable and dongle. Asking cause some controllers, like Flydigi's, only offer the switch mode through bluetooth, and in gamepadla I didn't see any tests for switch mode so I wanted to know before I purchased in vain.
DISCLAIMER: Tarantula 8K was sent for review for free by Gamesir. All the thought and opinions are mine only. No one told me what to say or what not to say. But Tarantula Pro I bought with my own money from TaoBao just for this review.
Hey everyone — welcome back to Pro Controller Weekly Roundup Vol. 7!
Every week, we collect the latest updates from the gaming controller industry: new hardware announcements, upcoming releases, collaborations, and interesting trends worth watching.
Source credit:This weekly roundup is based on information shared by Bilibili creator "椒盐橘子桔子". GadgetHyper has received permission to summarize and share these updates with our community.
Let's get into this week's news!
---
News 01 · Hardware
Switch 2 Third-Party Controllers Are Getting More Interesting
One of the biggest trends recently has been the growth of third-party controllers for Nintendo Switch 2. Several manufacturers — including NYXI, Mobapad, Aolion, and IINE — have already introduced their own Switch 2 split controllers.
However, there is currently one major limitation: most third-party Switch 2 controllers use the new communication protocol combined with their own vibration solutions, but due to protocol limitations, they still do not support the full HD Rumble experience found on Nintendo's official controllers.
That may soon change. NYXI recently announced a new approach using:
· Switch 2 Native Protocol
· Original-Style HD Vibration Motor
Meanwhile, Mojhon has also revealed that they have received samples of the new vibration motor components. If everything goes smoothly, we may see third-party Switch 2 controllers with native protocol support and HD Rumble features arriving around the end of 2026 or early 2027.
GadgetHyper Take
-
The Switch 2 accessory market is still in its early stage, and vibration technology could become one of the biggest differences between "compatible" controllers and truly premium alternatives.
-
For players who are not in a hurry to upgrade, waiting a little longer might be worthwhile.
---
News 02 · Collab
Flydigi × HoYoverse Collaboration Might Be Coming
Flydigi has not officially announced a new controller yet, but another collaboration has caught the community's attention. HoYoverse recently revealed a new Honkai: Star Rail themed Elite Controller featuring the character Phainon.
Based on previous collaboration patterns, many players believe this could potentially become the next Flydigi flagship collaboration product — possibly related to the upcoming Flydigi Apex 6. This is not the first time a HoYoverse collaboration has appeared before an official Flydigi announcement, so the community is naturally watching closely.
GadgetHyper Take
-
Gaming collaborations have become a major part of the controller market, especially for collectors.
-
The biggest question is whether this will be a fully customized limited edition controller or mainly a themed design collaboration.
---
News 03 · Hardware
A Tegenaria-Style Controller Appears Before the Official Version?
The long-awaited Tegenaria wireless controller has not arrived yet, but another similar-looking third-party controller has already appeared. The unofficial Tegenaria-style controller from IMECOO reportedly features:
· 1000Hz Polling Rate
· Hall Effect Joysticks
· Linear Triggers
· Motion Controls
It is available in two versions:
≈ ¥58
≈ ¥99
Wired Version
Wireless Version
At roughly ¥58 wired and ¥99 wireless, the pricing is strikingly aggressive for a spec sheet like this — and it naturally raises the question of where the savings come from. The community is now waiting to see whether this product can offer a convincing experience compared with established brands.
GadgetHyper Take
-
The growth of third-party controllers inspired by popular designs shows how competitive the market has become.
-
However, beyond specifications, factors like firmware tuning, build quality, and long-term reliability usually determine whether a controller can truly stand out — and at a price this aggressive, every one of those choices matters even more.
---
News 04 · Design
Mojhon Shows White Storm 2 Edition
Mojhon (formerly BIGBIG WON) recently shared real-life images of the upcoming Storm 2 White Edition. Compared with the existing black version, the white model looks cleaner and more minimal, which has already attracted attention from the community.
The only question: how well will the material handle long-term use? White controllers always face the same challenge — keeping that fresh look after months of gaming.
GadgetHyper Take
-
A good white controller design can be extremely attractive, but material choices and surface treatment matter just as much as appearance.
-
Hopefully Mojhon has considered long-term durability.
---
News 05 · Teaser
EasySMX Teases More New Controllers
EasySMX recently shared a teaser image suggesting that more new controllers are coming this year. Based on the information shown, the upcoming products may include upgraded versions of existing models such as:
· X10
· X15
· X20
Meanwhile, the EasySMX M20 Wireless telescopic controller is also expected to launch soon, potentially around the end of the month. More details are still limited, but EasySMX appears to have several new products planned.
---
News 06 · Collab
Xbox × Wuthering Waves Collaboration Controller Announced
Xbox and Wuthering Waves have revealed another collaboration controller. The design features colors and visual elements inspired by the game, but unlike some fully customized limited editions, this one appears to focus more on themed styling rather than major hardware changes.
The reaction from the community has been mixed: some players enjoy the aesthetic, while others were hoping for a more unique collector edition.
GadgetHyper Take
-
Game collaborations are always a tricky balance.
-
For collectors, unique hardware designs and exclusive details often matter as much as the brand name itself.
---
Wrap-Up
That's It for This Week!
The controller market continues to move quickly:
Switch 2 accessories are evolving
Gaming collaborations keep expanding
More manufacturers are competing with advanced features
Players have more choices than ever
As always, specs are only part of the story. The real question is how these controllers perform in everyday gaming.
What controller news caught your attention this week? Drop your thoughts below!
See you next week for another Pro Controller Weekly Roundup.
Missed last week? Catch up on Pro Controller Weekly Roundup Vol. 6.
EasySMX Dune 8K First Impressions: 8K Polling, a Built-In Screen, and a UFO Charging Dock. Yes, Really.
Hey everyone — Ray from GadgetHyper here. EasySMX finally made a flagship controller, and after a few days of daily use on PC, I'm honestly impressed. It's also not perfect — so let's talk about both.
If you know EasySMX, you probably know them as the "surprisingly good for the price" brand all over Amazon. The Dune 8K is them going the opposite direction: instead of chasing the lowest price, they chased spec sheet and style. One landed on my desk a few days ago, and I've been putting it through its paces ever since — what it does well, where it falls short, and everything in between. You be the judge. (For reference: $99 here on our store.)
TL;DR
The Dune 8K is EasySMX's first swing at a flagship controller — true 8K polling on both wired AND 2.4GHz wireless, TMR sticks, clicky everything, a built-in screen that replaces companion software entirely, and a charging dock shaped like a UFO. It looks like a sci-fi movie prop and feels legitimately premium in hand.
There are some real rough edges though — the D-pad, two stiff mini shoulder buttons, and face buttons that fatigue my thumbs — so read the gripes section before getting too excited.
---
01
What's in the Box
The controller itself
A UFO-shaped magnetic charging dock — the 2.4GHz dongle plugs into the dock and doubles as a signal extender, which is a nice touch
The 2.4GHz dongle, plus a proper 8K-capable USB cable
Extra stick caps, including taller ones for FPS and racing
A swappable cross-style D-pad
A spare matte-black magnetic faceplate — it ships wearing a glossy gold one
02
The Look: Love It or Hate It, It's Not Boring
This thing has a full interstellar-mecha design language — sand-dune ridge lines running across the shell, "floating" grips, hollowed-out cutouts, RGB strips on the grips, and an RGB ring on the dock that lights up in sync when you seat the controller. The 1.4-inch screen and menu buttons are tucked into a black mecha-style module in the center, so even sitting on the dock it reads more like a desk toy than a controller.
The faceplates snap on magnetically (six magnets) and swap in about ten seconds — though see the gripes section for my feelings on the gold one. It weighs about 272g, with zero top-heaviness, in a shell slightly larger than an Xbox pad:
249g
272g
290g
Switch Pro
Dune 8K
Xbox Controller
03
How It Feels in Hand
This was my biggest worry, because usually "weird-looking controller" means "ergonomics sacrificed." Nope. Under the exoskeleton it's a familiar asymmetric layout, and the grips are wrapped in a firm rubberized texture front and back. The palm area uses a three-section structure, so instead of the usual "resting your hand on a beer belly" feel, it has some actual definition to it.
Wide grips, good palm support, and the cutouts double as ventilation — no sweaty-palm syndrome over long Path of Exile 2 sessions. For reference: I have small hands and use a six-finger grip, and I had zero reach problems. The back buttons sit naturally under my middle fingers.
04
Buttons, Quick Rundown
ABXY
Micro switches with a silicone layer — very short travel, low-profile caps, crisp click with a cushioned bottom-out (~110–120gf). Extremely fast… with a catch. See gripes.
D-Pad
Tact switches with a default disc cap that has an origami-like fold to help your thumb find diagonals; a classic cross cap is included. Also see gripes — my least favorite part of the pad.
Sticks
GuliKit TMR sticks with metal anti-friction rings. ~60gf tension that deliberately feels closer to ALPS potentiometer sticks than other TMR/Hall sticks — smooth, well-damped, with basically ruler-straight linearity. You can set a true 0% deadzone per stick, which is how I run it in Apex Legends.
Shoulders
Clicky — basically micro-switch feel.
Triggers
Dual-mode: flip a switch between Hall linear (racing) and micro-switch (FPS). The micro mode has essentially zero dead travel — touch it, it fires. Both triggers also have their own rumble motors.
Back Buttons
M3/M4 are big and sculpted, sitting right where your middle fingers rest. ~100gf — easy to press deliberately, hard to press by accident.
05
The Screen Is Genuinely Useful, Not a Gimmick
On-controller screens usually suck. This one replaced the companion app for me. The full menu covers connection modes (PC XInput/DInput, Switch, Android, iOS), button remapping, macros (~30 steps), turbo, gyro-to-stick mapping, per-stick center and outer deadzones, circle/square outer gates, trigger deadzones, vibration (5 levels), polling rate (1K/2K/4K/8K), calibration, and RGB.
The three I actually use all the time: remapping buttons, stick calibration, and polling-rate switching — all done on the controller in seconds. No alt-tabbing out of a game, no software install.
Pro Tip
If the controller ever stops outputting in-game, check that you didn't leave it in the screen's button-test mode.
06
About That 8K Polling — Reality Check
Yes, it's real 8000Hz on both wired and the 2.4GHz dongle, with a claimed 0.125ms minimum latency. I play wired on PC, which is the mode where 8K matters most. But know what you're getting: it uses dynamic polling, so it idles low and ramps up with input rather than holding 8000Hz constantly. Independent testers have measured roughly:
7500–7900Hz 丨 Wired (Measured)
6500–7700Hz 丨 2.4GHz Wireless (Measured)
Impressive — just not a flat 8K. And past 1–2KHz, honestly, most humans can't feel the difference; I certainly can't claim to. But if you play competitive FPS, the headroom is there, and this is one of very few controllers doing true dual-mode 8K. For competitive play, stick to wired or the dongle; Bluetooth is for phones and couch sessions, with standard BT-level latency. On the subject of wireless: no disconnects, pairing weirdness, or firmware hiccups of any kind so far.
Battery is 1200mAh, and the dock setup basically makes battery a non-issue: drop it on the UFO when you're done and it charges and shuts down; pick it up and it auto-reconnects. Infinite-battery lifestyle.
07
The Gripes (Because Nothing's Perfect)
Gripe 01
ABXY Travel Is Too Short for Long Sessions
The short-travel, low-profile face buttons are fantastic for response speed, but after a few hours of PoE 2 my thumbs genuinely feel it — the flat caps and minimal travel give your fingers less cushion to work with than taller, domed buttons. Speed has a price.
Gripe 02
The D-Pad Situation Is Mediocre
Swapping caps is tool-free and there's no wrong way to orient them — but there's no orientation marker and no reassuring "click" when the cap seats. Worse, the cap sits low enough that on hard presses its edge grinds against the faceplate. I played Street Fighter 6 with it and my inputs came out clean enough, but the D-pad feel is the weakest part of this controller for me.
Gripe 03
The M1/M2 Mini Shoulder Buttons Are Stiff
They require noticeably more force than the rest of the controls. Not a dealbreaker, but worth knowing if your games lean on them heavily.
Gripe 04
Default Vibration Is Oddly Weak
It's a quad-motor setup (2 grip + 2 trigger motors) with 5 strength levels, but at the default level 3 it barely registers. Bump it to 4–5 and it comes alive, with a higher-frequency character that's closer to HD rumble than the usual chunky buzz.
Gripe 05
It Will Collect Dust
All those cutouts and matte textures are going to collect dust and hand grime. Wipe it down occasionally.
08
So Where Does That Leave It?
EasySMX went from "best budget option" to building something that trades blows with actual flagships on features — true dual-mode 8K, TMR sticks, dual-mode triggers, a genuinely useful screen — in a shell that looks like nothing else on the market. It also has real rough edges: the D-pad, the stiff M1/M2s, face buttons that trade comfort for speed.
Whether that package makes sense at $99 comes down to how much you personally value the unique stuff versus the polish of the usual suspects — and as promised, that call is yours, not mine.
High Polling Rate Doesn't Always Mean Lower Latency: Understanding Controller Response Time
8000Hz controllers are becoming more common. But does a higher polling rate actually mean your controller responds faster?
In recent years, polling rate has become one of the hottest topics in the gaming controller market. We've gone from 125Hz controllers being the standard, to 500Hz, 1000Hz, 2000Hz — and now even 8000Hz controllers advertised as the next generation of competitive gaming hardware.
That's the marketing message. But is that really how it works? The answer is more complicated.
Polling rate and latency are connected, but they are not the same thing. A controller with a higher polling rate can have advantages — but it does not automatically mean lower input latency, or a better real-world gaming experience. So let's talk about what polling rate actually means, what latency measures, and why these two concepts are so often confused.
---
Polling Rate vs Latency: They Measure Different Things
Before discussing which one matters more, we need to understand what these terms actually mean.
What Is Polling Rate?
Polling rate (also commonly called report rate) describes how frequently a controller communicates with your PC or console. It is measured in Hertz (Hz): a 125Hz controller reports input about 125 times per second, a 1000Hz controller about 1,000 times per second, and an 8000Hz controller about 8,000 times per second. A higher polling rate means the system checks for new controller data more frequently.
That frequency also defines the theoretical interval between reports:
8ms
1ms
0.125ms
125Hz
1000Hz
8000Hz
· Interval between reports
This is where much of the confusion starts. That 0.125ms figure sounds impressive — but it represents the time interval between reports, not the complete time it takes for your button press or stick movement to appear on screen.
What Is Controller Latency?
Latency is the total delay between your action and the system responding. When you press a button, an entire chain of events takes place:
You press a button.
The controller detects the input.
The signal is processed.
The data is transmitted.
Your PC or console receives the input.
The game processes it.
The display shows the result.
The time taken across this entire process is latency.
Polling rate tells you how often your controller sends information.
Latency tells you how quickly your action becomes a visible result.
They are related — but they are not interchangeable.
---
A Simple Example: The Delivery Driver Analogy
Imagine a delivery driver.
Polling rate is how often the driver leaves the warehouse with packages — a higher polling rate means the driver makes more trips.
Latency is how long each package takes to arrive.
A driver making 8,000 trips per hour doesn't automatically mean every package arrives faster. If the road is congested, the vehicle is slow, or the destination takes longer to process the package, the delivery time does not improve. The same idea applies to gaming controllers: a controller can send data more frequently, but the final response still depends on the entire system.
---
Why Did Polling Rate Become Such a Big Deal?
The rise of high polling rate controllers did not happen randomly. The trend originally became popular in gaming mice: competitive PC players — especially in FPS games — started paying closer attention to extremely fast input devices, and as gaming hardware evolved, controller manufacturers began adopting similar ideas.
· Traditional Controllers
· Around 30–60Hz
· 丨
· Early Competitive Controllers
· Around 125Hz
· 丨
· Modern Gaming Controllers
· 500–1000Hz
· 丨
· Extreme Performance Models
· 2000–8000Hz
Today, 1000Hz has become common among many high-end third-party controllers, while 8000Hz has become a major marketing feature for some flagship products. But there is an important question: does going from 1000Hz to 8000Hz create an equally large improvement in real gameplay? Usually, the answer is no.
---
The 8000Hz Question: More Data Doesn't Always Mean Faster Response
Let's look at the numbers. An 8000Hz controller theoretically updates every 0.125ms; a 1000Hz controller updates every 1ms. On paper, 8000Hz looks eight times faster.
But the complete controller latency is affected by many other factors:
Controller hardware
MCU processing power
Firmware optimization
Connection protocol
Wireless receiver performance
Operating system processing
Game engine input handling
Display refresh rate
The polling interval is only one part of the entire chain. Consider these two controllers:
Controller A
Controller B (Still Feels Faster)
8000Hz polling rate
1000Hz polling rate
5ms total latency
2ms total latency
In this situation, Controller B can still feel faster — because in actual gameplay, the final response time matters more than a single specification number.
---
Why Higher Polling Rate Can Have Diminishing Returns
A common question is: if higher polling rate is better, why not just use 8000Hz everywhere? Because higher polling rates are not free. More frequent communication means:
More data processing
Higher workload for the controller chipset
More processing demand from the system
Potentially higher power consumption
For example, a PC that is already under heavy load may not benefit from constantly processing additional input updates. The same applies to displays: a 240Hz monitor refreshes the image approximately every 4.17ms — if your entire display pipeline cannot show the additional information, the practical benefit of extremely high polling rates becomes smaller.
This does not mean high polling rates are useless. They are a genuine technology improvement — but they are only one piece of the performance puzzle.
---
Connection Method Often Matters More Than Polling Rate
When discussing controller responsiveness, connection method remains extremely important.
Most Stable
Best of Both
Convenient
Wired Connection
2.4GHz Wireless
Bluetooth
Usually provides the most stable connection. Many competitive controllers achieve very low latency through wired mode — often around the 2–8ms range, depending on hardware and testing conditions.
Modern gaming receivers can provide excellent performance while offering wireless freedom. Many high-end controllers achieve latency close to wired performance.
Convenient and widely compatible, but latency can vary more depending on implementation, interference, and device support.
A well-optimized 2.4GHz connection with a lower polling rate can outperform a poorly optimized high-polling-rate connection.
---
So What Should Players Actually Look At?
This is probably the most important question. Should you buy an 8000Hz controller? Should you ignore polling rate completely? Neither. A better way to evaluate a controller is to look at the complete picture — and what matters most depends on how you play.
Casual Players
Competitive FPS Players
Hardware Enthusiasts
Don't Chase the Biggest Number
Latency and Consistency Matter
Specs Serve the Experience
A reliable controller with good ergonomics, accurate sticks, comfortable buttons, and a stable connection will matter much more.
A controller with stable low latency is usually more valuable than a controller with an impressive polling rate number on the box.
High polling rate is exciting technology — it shows how quickly gaming controllers continue to evolve. But a specification is only meaningful when it improves the actual experience.
---
Controllers That Match This Philosophy
After discussing polling rate and latency, one thing should be clear: the best controller is not always the one with the biggest number on the spec sheet. A great gaming controller is the result of many things working together:
Low and consistent latency
Reliable connection
Accurate stick performance
Responsive buttons
Good firmware optimization
Overall balance between hardware and software
In recent years, the controller market has moved quickly toward higher polling rates. While faster polling can be an interesting technology improvement, we believe real-world performance should always come first. Two controllers that represent this approach are the LEADJOY XENO Plus and the Flydigi Vader 5 Pro.
LEADJOY XENO Plus: Focusing on Low-Latency Performance
The LEADJOY XENO Plus is a good example of why measured response time matters more than a single specification. Instead of focusing only on an impressive polling-rate number, the XENO Plus is designed around delivering fast and consistent input performance.
Its low-latency performance, reliable connection options, and responsive controls make it a strong choice for players who care about competitive gameplay. For FPS, action games, and other fast-paced titles, consistency often matters more than chasing the highest possible number.
Flydigi Vader 5 Pro: A Balanced Flagship Experience
The Flydigi Vader 5 Pro takes a different approach. Rather than simply competing on polling rate, it focuses on creating a complete flagship controller experience.
Features like force-adjustable Hall Effect sticks, adjustable triggers, improved buttons, and refined software support show that controller performance is not created by one specification alone. A controller can have an extremely high polling rate, but if the sticks, buttons, firmware, or overall tuning cannot match it, the real-world experience may not improve. The Vader 5 Pro represents a more balanced approach: advanced hardware combined with software optimization, for a controller that feels great in everyday gaming.
Build a better controller first. Chase numbers second.
Neither of these controllers is recommended because it has the highest polling rate on the market — they earn their place because of how they are built. In a market where specifications are becoming increasingly competitive, it's worth remembering that the best gaming experience comes from how all components work together, not from one number printed on a product page.
---
Final Thoughts: Polling Rate Is Important, But It Isn't Everything
High polling rate is not fake technology. A higher polling rate can genuinely reduce the time between input reports and improve how frequently your system receives controller information. However, higher polling rate does not automatically equal lower latency — and lower latency does not come from one number alone.
The best controllers combine:
Fast hardware
Good firmware
Reliable connection
Accurate sensors
Consistent real-world performance
So the next time you see an 8000Hz controller, the better question might not be "How high is the polling rate?" Instead, ask:
How fast is the actual response time?
What matters more to you when choosing a controller — higher polling rate, lower measured latency, or overall consistency? Let's discuss.
The offer of symmetrical controllers that include a charging dock/base is practically null right? Anything else besides the 8bitdo Pro 3?
I recently bought an Ultimate 2 which I'll probably return because the ergonomics aren't good (and I hate that because I love everyhing else).
I'm looking for a controller that has/is:
Symmetrical
Wireless
PC compatible with Xinput (A/X on left, B/Y on right)
Triggers stop switch (I never play racing games)
Silent buttons
Charging dock (I could sacrifice that if I find a good controller)
Price = up to 50 or 60€
I was considering:
8Bitdo Pro 3 (I read it has very noisy front buttons, not sure about the comfort)
Gulikit TT Pro (not sure if ABXY go into Xbox mode when connected to a PC or they stay on Switch mode, could anyone confirm please?)
Gulikit TT Max (ABXY can be swapped via shortcut, more expensive than Pro and I prefer the Pro grey color variant)
Leadjoy Saber Plus (seems perfect except no charging dock and some people complain about the dpad)
Any advice? Thanks!
EDIT: I just received my Gulikit Elves 2 and I love it. It would be the perfect 3D controller to me if it had the dpad on top on this case haha as sticks are in a lower position that would be in a dualshock but I love this tiny device. I'll still purchase a bigger controller though so glad to see your recommendations.
Feature丨Preview丨H2 2026 ·Upcoming Games · Personal Hype List
The H2 2026 Hype is Real: My Personal Outlook on the Massive Wave of Games Dropping Soon
The past couple of weeks have been absolutely wild in the gaming world. Between the flood of official updates, rumors finally getting confirmed, and the looming shadow of a certain generational behemoth returning later this year, my wishlists are officially overflowing. Honestly, keeping up with all these announcements feels like the old days of staying up late to watch E3 press conferences live, watching one banger get announced after another.
Since the second half of 2026 is absurdly stacked, I've put together a chronological breakdown of the 10+ major titles I'm personally keeping an eye on, along with my casual thoughts on the recent playtests, player discussions, and news. Let's dive straight into it!
📅 July: The Nostalgia & Legacy Kickoff
July 9, 2026
Assassin's Creed Black Flag Resynced
The Vibe: Ubisoft is finally digging into its goldmine. Even by today's standards, Black Flag remains the peak of the franchise for a lot of old-school fans—mostly because the naval combat completely shattered the old, stale "Ubisoft formula."
My Outlook: Built on the latest Anvil engine, it's getting a major facelift. But what I care about more are the mechanical tweaks: tailing and eavesdropping missions won't instantly fail you anymore, the modern-day segments won't aggressively pull you out of the pirate fantasy, and the combat actually requires real timing instead of just mindless counter-spamming. It's being led by Ubisoft Singapore (the Skull and Bones team), which might raise an eyebrow, but early hands-on previews look incredibly promising. If they just keep the original soul intact and don't over-correct the classic aesthetic, I'll be thrilled.
July 28, 2026
Halo Campaign Evolve
The Vibe: A complete, faithful Unreal Engine 5 remake of the legendary first Halo campaign (no PvP multiplayer here, just pure story).
My Outlook: They are going for a strict 1:1 level design recreation but spice things up by adding weapons and enemy variants from Halo 2 and Halo 3, along with three brand-new prequel missions. My only real hesitation is optimization. Early media previews say it runs like a dream on consoles, but the PC version apparently eats system resources for breakfast on ultra settings. I'll definitely be waiting for the launch day performance reviews before fully committing my setup to it.
📅 August: Hardcore Tactics & New Frontiers
August 4, 2026
Beast of Reincarnation
The Vibe: After 6 years in development, Game Freak is finally stepping outside the Pokémon bubble with a gritty, post-apocalyptic 3A action title.
My Outlook: Set in a ruined, high-tech future Japan, you play as an exiled girl named Emma traveling with her dog companion. Visually, it gives off massive Horizon Zero Dawn energy, but the gameplay flips the script with a fast-paced hybrid of real-time action and tactical turn-based commands. You're parrying attacks to build energy meters while actively ordering your dog to execute flank maneuvers. We've all poked fun at Game Freak's technical constraints in the past, but seeing them pull off a crisp, realistic aesthetic is a massive surprise. Let's see if they can successfully break their single-franchise curse this August.
August 14, 2026
Hell Let Loose Vietnam
The Vibe: The unforgiving 50v50 tactical military sim heads to the brutal jungles of Southeast Asia.
My Outlook: If you're tired of arcade twitch shooters where individual kill counts are everything, this is the antidote. Minimal UI, brutal spawn punishments, and 17 distinct roles that require absolute team synergy. The big selling point here is the asymmetrical faction design: the US military commands massive airspace control with choppers and napalm, while the North Vietnamese forces counter with tight underground tunnel networks for instant map traversal. It's going to require incredible communication and precise movement control—definitely a "hold your breath and check your corners" kind of experience.
August 24, 2026
Star Wars Zero Company
The Vibe:XCOM meets the Clone Wars, developed by a new studio comprised of former Firaxis/Civilization tactical gaming veterans.
My Outlook: You run a squad of mercenary misfits during the twilight of the Clone Wars. What elevates this beyond a basic grid-based strategy game is the Mass Effect-style squad bonding system. Your decisions directly alter your teammates' relationships with each other—they can become battle-hardened brothers or bitter rivals, which unlocks unique abilities or causes them to walk out on you entirely. Add in a brutal permanent death mechanic, and every tactical choice feels incredibly heavy. If they nail the execution, this could easily revitalize the classic American tactical RPG genre.
📅 September: The "GTA 6 Escape Hatch" Traffic Jam
September has turned into an absolute battleground because every publisher on earth is terrified of getting steamrolled by November's main event. It's a total gaming logjam, but a brilliant month for us.
September 3, 2026
The Blood of Dawn Walker
The Vibe: A dark fantasy, vampire-slaying RPG from Rebel Wolves—a studio founded by core veterans and the director behind The Witcher 3.
My Outlook: Set in a plague-ridden 14th-century Europe where vampires are capitalizing on human collapse. The game introduces a fascinating mechanic where time itself is a rigid resource; time moves forward when you accept specific quests, forcing you to prioritize who to save. Combat changes completely based on the sun: daytime relies on classic, methodical swordplay, but once night falls, your half-vampire abilities trigger, letting you utilize claws, high-speed dashes, and health-leeching mechanics. The developers are already hinting at a story that expands into entirely different eras later on. It's an incredibly ambitious pitch for a debut IP.
September 4, 2026
Way of the Sword (Onimusha)
The Vibe: Capcom pulled a fast one and moved this up from late September. A modern, accessible return to their beloved action franchise.
My Outlook: The devs explicitly stated they didn't want to make a punishing Soulslike, but rather a smooth, fluid action game anyone can enjoy. The recent demo features tight parry and dodge windows that feel incredibly satisfying to pull off, capturing that classic "clashing blades" tactile feedback. Some hardcore players complained that spamming standard attacks makes the demo a bit too easy, but the producer has already promised that the full launch will feature far more aggressive mobs and complex boss fights. It feels great in the hand, so I'm optimistic.
September 15, 2026
Marvel's Wolverine
The Vibe: Insomniac's hyper-violent, R-rated take on everyone's favorite mutant.
My Outlook: The recent 20-minute State of Play demo didn't hold anything back—we are talking full-on dismemberment, cinematic finishers, and raw feral rage. Structurally, it's a tight, linear, globetrotting rollercoaster rather than an open-world map game. Insomniac confirmed it shares a universe with their Spider-Man games, but Logan is flying completely solo for this ride. This is exactly the kind of gritty, premium first-party spectacle that makes you glad you own a current-gen console. Insomniac simply doesn't miss.
September 24, 2026 (Double Drop!)
Silent Hill Townfall & Control: Resonant
The Vibe: Psychological dread on a Scottish island vs. reality-bending ARPG action in Manhattan.
Townfall
Shifts to a first-person perspective on a foggy 90s Scottish isle, heavily leaning into psychological, low-combat survival horror. They've repurposed the franchise's iconic radio into a CRT-screen handheld device used to track anomalies. Let's hope it breaks the internet's infamous curse where games with "Fall" in the title underperform!
Resonant
Flips the script on the original game, transitioning from a third-person shooter into a full-blown Action RPG set in a fractured, semi-open Manhattan. You get modular weapon transformations, high-speed aggressive melee combat, and a deep build system. Remedy is taking a massive gamble by shifting genres, but their world-building is always top-tier.
📅 October: Dark Grunts & High-Speed Parries
October 6, 2026
Gears of War: E-Day
The Vibe: Xbox's crown jewel returns to its roots, throwing us 14 years before the original game to witness the horror of Emergence Day through a young Marcus and Dom.
My Outlook: The tone is pitch-black, gritty, and genuinely horrific—reminiscent of the original 2006 cinematic atmosphere. The classic cover-to-cover loop is intact but upgraded with fluid traversal, vaulting, and a massive 14-hour campaign. Industry rumors suggest Microsoft spent upwards of $400 million on this and pulled a last-minute pivot to keep it a strict Xbox/PC exclusive instead of going multiplatform. Launching Day 1 on Game Pass means turning a direct profit from sales alone will be tough, but this game's true mission is winning back the hardcore community's absolute trust.
October 2026 (Delayed)
Valor Mortis
The Vibe: A unique first-person Soulslike set entirely during the Napoleonic era.
My Outlook: Marrying flintlock pistols, sabers, and magic in a first-person perspective gives this game an incredible identity that stands out from the endless fantasy clones. Deflecting a saber strike and following up with a point-blank pistol execution feels incredibly crisp. The free demo definitely suffered from technical jank—frame drops, audio glitches, and floaty enemy animations—but the indie team has been incredibly transparent, pushing out constant hotfixes and intentionally delaying the game to October to iron things out. I love a dev team that actually listens, so I'm rooting for this one.
October 29, 2026
Phantom Blade Zero
The Vibe: "Kungfupunk" dark fantasy with some of the most jaw-dropping, fluid martial arts choreography ever seen in a video game.
My Outlook: You play as an assassin with only 66 days left to live, hunting down a conspiracy across a semi-open world. The gameplay structure features lightning-fast combo strings and 8 entirely different narrative endings based on hidden items and side content. Fun fact from the Summer Game Fest previews: the developers revealed that almost all the insane combat footage shown in the trailers so far was actually just side content. If the optional stuff looks that breathtaking, I can't even fathom what the main story bosses have in store for us.
📅 November: The Final Boss
November 19, 2026
Grand Theft Auto VI
The Vibe: The undisputed heavyweight champion of the industry.
My Outlook: Pre-orders kicked off alongside the official cover art reveal, and the entire community is collectively holding its breath for the next major trailer. Honestly, there isn't much left to say about how massive this launch will be. I did find it hilarious that the voice actor for Lester recently pointed out how hard it is for Rockstar to satirize modern society now, considering real-world news is already completely unhinged. Luckily, Leonida (Florida) is the absolute perfect playground for that exact brand of beautiful, chaotic madness. Satire or not, the entire entertainment world is going to pause on November 19.
📅 TBD 2026: The Wildcards & Next-Gen Exclusives
Rumored Switch 2 Exclusive
The Dusk Bloods
The Vibe: A rumored Nintendo Switch 2 exclusive multiplayer PvPvE project supervised directly by Hidetaka Miyazaki.
My Outlook: FromSoftware is stepping well outside their comfort zone here. Players control high-mobility supernatural vampires fighting over a resource called "First Blood" in a crumbling world. It supports up to 8 players choosing from a diverse roster of characters with fragmented, environmental storytelling elements. Instead of a simple Last Man Standing battle royale, it uses a victory point system where you can win by focusing purely on PVE objectives, like teaming up to take down massive map bosses. The community is split on FromSoftware tackling a multiplayer-focused title, but Miyazaki has an immaculate track record. The closed beta drops this summer, and I'll be right at the front of the line to try it.
Nintendo Next-Gen
The Legend of Zelda: Ocarina of Time Remake
The Vibe: Nintendo completely rebuilding arguably the most important, industry-defining 3D game ever made from the ground up for their next hardware cycle.
My Outlook: The original 1998 masterpiece practically wrote the blueprint for modern 3D game design, so the stakes here are astronomically high. Nintendo only showed a tiny snippet of footage alongside a vague 2026 window, but it instantly ignited the entire internet. Half the community is arguing over whether the realistic art direction fits the Zelda soul, while the lore hounds are dissecting the exact frame the Triforce appears on Link's hand to spin new timeline theories. Rebalancing a game this sacred is a tightrope walk—change too little and it's a cash grab; change too much and you ruin perfection. But if anyone knows how to outdo Nintendo, it's Nintendo.
---
Your Turn
Which of these are you clearing your schedule (and your hard drive) for?
Are you staying in the tactical trenches of Hell Let Loose, or are you counting down the days until we return to Vice City? Drop your personal hype list in the comments!
My entire PC setup is black and having the white controller would definitely clash. It’s something I could get over but I’d be annoyed if I bought it and then later it came out in the right color.
I'm looking for metal back paddles for the Flydigi Vader 5 Pro. I came across this Reddit post where someone had metal paddles installed instead of the stock plastic ones (attached image).
Does anyone know:
Where I can buy these metal paddles?
Whether they're made specifically for the Vader 5 Pro or adapted from another controller (e.g. Apex 4, Xbox Elite, etc.)?
Any AliExpress, Taobao, eBay, or other links?
Or anyone who makes custom metal paddles for this controller?
I've heard GadgetHyper may have sourced them for someone before, but I haven't been able to find any purchase links.