The TMR, or Tunnel Magnetoresistance, thumbsticks are arguably the ATOM+'s most significant selling point. Unlike traditional analog sticks that use physical contact points that wear down with use, TMR technology relies on magnetic sensors to read input, which means accuracy doesn't degrade over time.
Body agency is a power returned after an incident took it away from the user's physical form, and some wearable devices and technologies have this exact goal in mind.
Sony's new filing describes a smartphone mounted directly onto a DualSense controller, with the phone functioning as a live secondary input device. Its touchscreen, motion sensors, and hardware would all be available to developers as genuine control surfaces, feeding into the game in real time rather than simply mirroring it.
Game controllers have not changed much in shape since the mid-1990s. They're still two-handed symmetrical slabs built around adult grip dimensions, loaded with enough buttons to pilot a small aircraft. For a 10-year-old just getting into gaming, picking one up for the first time is a bit like being handed a TV remote and told to perform surgery, no sweat.
For almost as long as phones have been around, people have wanted those phones to also be laptops. It seems so simple: Your phone has plenty of computing power, access to all your apps and data, an always-on connection. The only problem? Your phone's screen is too small for many tasks, and so is its keyboard. Or at least, they were, until foldable phones made it possible to carry a truly gigantic screen in your pocket. Now all bets are off.
The X5 Alteron controller gets the best of both worlds: GameSir's ergonomic engineering that makes it the first choice for gamers, and Hyperkin's knack for designing retro controllers. What sets the modular controller apart is the swappable module system that allows gamers to completely change the layout from symmetrical to asymmetrical thumbsticks, to changing the D-pad and face buttons. Designer: GameSir and Hyperkin
Settling in for "just one more run" usually means your thumbs, wrists, or forearms start complaining long before the game is done. Most controllers are fixed objects that expect your body to adapt, which can lead to repetitive strain or numbness. You either push through the discomfort or take breaks that feel like interruptions, but rarely can you adjust the hardware itself to match how your hands actually feel in that moment.
The RG GO1, which doesn't have a price or specific release date yet, features a 2.5-inch IPS LCD screen in the center of the controller. This can be used for various tasks, including reprogramming buttons and turning on rapid fire settings. The just-revealed controller also includes heartbeat sensors in the grips. Why? Anbernic says it will let you "monitor your well-being during intense sessions."
Designed by 21 year-old Josh King, the MCON Slim is clearly his magnum opus. The youngster (incubated by Dale Backus' Ohsnap) mentioned how the smartphone was such a powerful device, but all we ever use it for is doomscrolling and emails. The MCON was supposed to prove to the world that the smartphone can be an incredible handheld gaming device, comparable to the Razer Switchblade or even dare I say the Nintendo Switch.