X Box Series X: Advances on the new controller

    X Box Series X: Advances on the new controller

    With each generation of controllers, from Xbox to Xbox 360 to Xbox One and Xbox One S, the Xbox hardware team has designed and innovated the input / output device used to play games. They therefore set new standards with the Elite controller e Adaptive in terms of performance, functionality, quality and accessibility. Considering the next generation of games, they wanted to build on this legacy. Basically, Xbox Series X is all about speed, compatibility between generations, and the power to create deeper experiences.



    X Box Series X: Advances on the new controller

    The team wanted to develop a controller that would help deliver these promises to the full, bearing in mind that even improvements that may initially seem small can have a big impact. At the same time, given the love fans have for the current controller, the team designers wanted to make sure they didn't change things solely for reasons related to marketing the next generation of products; based on the Xbox One controller in intelligent and evolutionary ways, they have therefore ensured at the same time that the muscle memory of the players can also be used with the new Xbox Series X.

    With these principles in mind, the Xbox design team developed a next-generation controller to deliver what fans wanted most: better ergonomics for a wider range of people, better connectivity between devices, easier sharing, and reduced latency. . For this reason, Xbox Wire interviewed Ryan Whitaker, Xbox Senior Designer, to talk about the team's philosophy in designing the new Xbox Wireless Controller that will be included with Xbox Series X.

    X Box Series X: Advances on the new controller

    Xbox Wire: Have you made any design choices with the new wireless controller to be more inclusive for all players?



    Ryan Whitaker: Yes. Being more inclusive is part of the design process right from the start. This is true of everything we do on Xbox, whether we're redesigning our standard controller or inventing a whole new one like the Adaptive Controller. We ask ourselves and the players: "How can we make the game a better experience for everyone?" By listening to the players and watching how people of all backgrounds and abilities play, we continue to learn more and find areas we can improve.

    Xbox Wire: What kind of specific design changes have you made to achieve this?

    Ryan Whitaker: A key area we're improving is that which includes adapting the Xbox Series X device to a wider range inherent in hand size with a focus on those players who have smaller hands. By studying hands similar to those of an 8-year-old, we found that we could improve accessibility and comfort for hundreds of millions more people without negatively impacting the experience for those with larger hands. We did this by rounding the edges, slightly reducing and rounding the parts around the triggers and finding a different shape factor for the grips.

    Xbox Wire: why did you decide to change the design of the D-pad?

    Ryan Whitaker: The new Xbox Series X D-pad is meant to improve performance and accessibility for all the ways people play. When we look at the wide range of video game types and personal play styles, we find that the D-pad is used in many different ways. That's why our Elite controllers have interchangeable D-pads. For some games, having the cardinal directions (up, down, left, right) with well-defined edges is a key element and the cross fits perfectly for the purpose.



    X Box Series X: Advances on the new controller

    Some players have to draw precise diagonals or perform scanning actions, which is where the faceted cross pad is designed to excel. All of this is obviously based on personal play styles, some people prefer one to the other. Based on what we've learned from Elite and watching how people use the D-pad, we've designed a hybrid to offer the best of both. The slightly deeper center gives the thumb a nice support to lean on. The angles are finely adjusted to offer good leverage with minimal movement. Thanks to these small changes, players will immediately notice an increase in performance.

    Xbox Wire: How important was compatibility and connectivity in the design?

    Ryan Whitaker: Both are central to gaming experiences right now. Gamers want to play on all their devices. This includes the ability to play classic games and the latest AAA titles on a phone via xCloud. The new controller must work just as well on Xbox One, and pairing and moving between all of these devices must be simple and straightforward. This level of compatibility and connectivity has become the norm for devices and accessories. Increasingly, the controller will be the common point of contact for Xbox games across all devices. It is in fact the only piece of hardware common to all these interconnected experiences and we designed it to work that way, not just for Xbox Series X.

    Xbox Wire: What steps have you taken to ensure compatibility and better connectivity?

    Ryan Whitaker: Designing for compatibility and connectivity has a wide range of implications. Some enhancements are completely invisible and work in the background, meaning they are not visible on the outside, others help define the shape of the controller. First, we support cross compatibility between Xbox Series X and Xbox One consoles and controllers. They all work together with the same Xbox wireless connectivity. Gamers can also play on multiple devices including PC, Android, and iOS. We are implementing Bluetooth Low Energy (BTLE) so that pairing with these devices is much easier. The new controller also supports multiple devices, so switching between them needs to be easier, with a USB-C port allowing players to play and charge the pad with a more readily available modern cable.



    X Box Series X: Advances on the new controller

    Another area where gamers are always looking for connectivity improvements is reducing latency. We are introducing a number of system-wide improvements that we call Dynamic Latency Input (DLI), which includes specific technology in the console and the HDMI connection to the TV. It all starts with the controller. Essentially, information is sent more frequently by the controller and matched to the game's exact frames on the screen. The result is that we recover precious milliseconds at every stage of the game and the actions are even more instantaneous. All of these enhancements work in the background and are quite invisible. We also wanted to keep backwards compatibility with accessories that people already have in their collection. Since these are physical connections, this defines the shape of the lower half of the controller, as well as the location of the audio and accessory ports. Ultimately, this means you can connect the Chatpad or headphones the first day without having to do it again.

    Xbox Wire: Why did you decide to add a "Share" button?

    X Box Series X: Advances on the new controller

    Ryan Whitaker: Play is an important way people connect with each other. It's often the way friends hang out and keep in touch. Capturing and sharing epic or meme-worthy moments is part of that experience and should be done as quickly and discreetly as possible. Adding a Share button to your Xbox Series X controller is the best way to capture and share instantly. It's simple to take a screenshot or record a video without the need for on-screen menus.

    Xbox Wire: The controller has some new textures and finishes. Can you tell us a little more about this?

    Ryan Whitaker: We've added a tactile dot pattern on the triggers and edges to improve grip to increase feel and performance while playing. This is something we implemented on special edition controllers and fans loved it right away, so much so that it is now the new standard - a similar, but thinner, model on the grips. The D-pad, edges and triggers now have one matt finish to maintain an even feel, whether your hands are sweaty or dry.

    X Box Series X: Advances on the new controller

    In light of what Ryan Whitaker said, we can't wait to have the next console from Microsoft on our hands and to be able to try the new controller.

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