Each generation of controllers, from Xbox to Xbox 360
on the Xbox One to Xbox One S, the Xbox hardware team led and launched the installation
gaming. They have set new barriers with Elite and Adaptive Controller
performance, features, quality, and accessibility. When looking at the following
the gaming generation, they wanted to build on this story. At its core, the Xbox Series X is all about
speed, compatibility from generation to generation, and deep creative power
experiences. The team wanted to develop a controller that helps to fully realize
these promises, remembering that even progress may seem small
initially it can make a big impact. At the same time, you have been given a
love fans have a current controller, they wanted to make sure they didn't
change things just for the sake of change; construction of the Xbox One controller
in clever, evolutionary ways while ensuring that muscle memory players build
for years the years remain intact.
With those principles in mind, the Xbox design team
developed the next-generation controller to deliver what fans were desperately looking for: enhanced range ergonomics
people, better device communication, easier sharing, and reduced latency. We
had the opportunity to sit down recently with Ryan Whitaker, Executive Producer at
Xbox, talking about team philosophy on
designing the new Xbox Wireless Controller to be installed with the Xbox
Series X this holiday.
Xbox Wire: Are you making new design decisions
Wireless controller integrated with all players?
Ryan Whitaker: Yes. Inclusion is all part of
design process from scratch. That is true of everything we do
Xbox. Whether we redistribute our standard controller or establish a
totally new, like Adaptive controller, we ask ourselves and gamers,
"How can we make gaming a better experience for everyone?" By listening to the players
and looking at how people of all backgrounds and abilities play, we move on
learn more and discover areas for improvement.
Xbox Wire: What kind of special changes have you made
make reaching that goal?
Ryan Whitaker: One area we are developing
mimicking a wide range of hands, especially small hands. By staying
hands like that of an 8-year-old, we found we could improve
the access and luxury of hundreds of millions of people out there
adversely affecting the experience of those with big hands. We have done that by
wrapping wrists, slightly reducing and wrapping parts around wires,
and carefully painted the columns.
Xbox Wire: Why did you decide to change the design of
the D-pad?
Ryan Whitaker: The new D-pad is all about performance enhancement
and access to all the ways in which people play. (And it's one of my favorites
components of the new design.) If you look at the wide range of game types as well
modern gaming modes, the D-pad is used in many different ways. That's it
why our Elite controllers have replaced D-pads. In other games, having a crisp Cardinal
indicators (top, bottom, left, right) with well-defined edges are what players need,
and the cross is great for that. Some players need to hit accurate diagonals either
perform sweeping actions, which is where the homemade meal is made to stand out. Also,
of course, based on personalized gaming methods, some people prefer one more
and others.
Building on what we've learned from Elite and watching how it's done
people use the D-pad, we designed a hybrid to deliver the best of both of us. It
feel good. A slightly deeper container gives your thumb a little “home”
stay in the middle. The angles are well adjusted to give you the right amount of power as well
slight movement. Athletes will see an increase in performance right out of the box.
Xbox Wire: How important it was to get along again
Communication in your design?
Ryan Whitaker: They are both critical of sports
the current experience. Gamers want to play games on all their devices. That's it
including the ability to play ancient games and the latest AAA titles on the phone
with xCloud. The new controller needs to work equally on the Xbox One as well
pairing and navigating between all those devices should be easy.
This level of communication and communication has become
common devices and accessories. With the increase, the controller will be
a common touchpad in your Xbox games on all devices. That's consistent
Hardware piece on all of these things combined. So we designed it
work that way.
Xbox Wire: What steps have you taken to ensure compliance
and improved communication?
Ryan Whitaker: Compose compatibility again
connections have various broad implications. The other is a complete improvement
invisible and running in the background. Others help explain the formation of the controller.
First, we support compatibility between Xbox
Series X and Xbox One also console controllers. They all work in conjunction with
the main Xbox Wireless radio. Gamers can also play on multiple devices including
PC, Android and iOS. We use Blue Low Energy (BTLE) to
pairing on these devices is very easy. The new controller also remembers
more devices and therefore the interchangeability between them is further enhanced. Also a USB-C port
it allows gamers to play and charge with a very simple modern cord
available.
Another area where gamers are always looking to interact
advances reduce latency. We are introducing a comprehensive set of programs
a development we call Dynamic Latency Input (DLI), which involves precision
technology on the console and HDMI connection to your TV. And it all starts
with control In fact, information is often sent from
controller and paired with the exact frames of your game on the screen. The result: us
take away precious milliseconds in every step of the gameplay, and the action is similar
all at once.
All of these improvements work in the background and are there
anonymously. We also wanted to keep compatibility with it
accessories that people already have in their collection. Because those are physical
connection, which describes the formation of the lower part of the controller
as the location of audio ports and input. In the end, that means you
it can install your Chatpad or headset on the first day, and it just works.
Xbox Wire: Why did you decide to add a share button?
Ryan Whitaker: Playing is an important way for people
connect with each other. It's usually how friends interact and interact with each other.
Capturing and sharing epic or memorable moments is part of that process
and we should be quick and transparent when possible. Adding a share button is
a great way to instantly capture and share. It's simply
hold a screenshot or record a video without needing on screen menus. There are
can easily access and share content with your favorite social platforms or
directly with friends.
Xbox Wire: The controller has some new features too
he vanishes. Can you tell us more about this?
Ryan Whitaker: We added a dot pattern to
bumps and bumpers, which provide grip to improve feel and performance over time
Gameplay. That's something we have for special edition controllers and fan lovers
it. It is now a new standard. A similar, but more subtle pattern exists
girdle D-pads, bumpers, and triggers now eliminate matte to keep it smooth
feel consistent, whether your hands are wet or dry.
Thanks to Ryan for taking the time to talk with us about the new Xbox Wireless Controller. To find out more on the Xbox Series X, take a look at our features to take a closer look at the powerful tech Xbox Series X, our primer on latency and what the team is doing to improve it, and our list of upcoming titles.