Re: Good, moderate to low priced controller that works with Windows?

Force feedback really doesn't exist anymore from what I can tell. It was a system that used motors to move the stick or steering wheel in question. It would simulate vibration under circumstances by cycling between force on opposite sides of the axis.

In a flight sim, this is great, because now you can simulate trim. Just trim until you don't feel the stick fighting you. In racing games, you feel the force of the turns. If you break traction, the wheel gets really loose.

Rumble and vibration are the same thing really. In most controllers these days, there are two motors, one smaller one and a larger one. The Xbox 1 controller supplements this further by having one in each trigger as well as the main ones. I think this one is more of a haptic thing than ever, because you really do get some precision out of them in games that support them.

Basically, you can adjust the amount of vibration given to each motor independently. You can even create patterns or waveforms that make you feel certain things. The smaller one is good for faster vibrations, the bigger one is more forceful. Combine the two and you can simulate different experiences.

The first iteration of this that I remember is the rumble pack for the N64 controller. You had to insert that into the slot on the back and it gave you just one motor, but it was good for its day. I think they came out on the PS2 and onward, and the original Xbox all the way up to the Xbox 1 had them. Same for the gamecube and wii I think had it with the nunchuck attachment. I can't remember if the original PS had it. I know the first controller didn't - the one with no D-pad. The first iteration of the DualShock might have though.

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