The best PC gaming controller
By Kimber Streams
This post was done in partnership with The Wirecutter, a buyer’s guide to the best technology. Read the full article here.
After putting in 15 hours of research and testing—in addition to hundreds of hours gaming on controllers in years past—and enlisting the help of an experienced panel of gamers, we found that the Sony DualShock 4 Wireless Controller (yes, the one that comes with the PlayStation 4) is the best gaming controller to use with your computer. In fact, we concluded that all the best PC controllers are console controllers. But a gaming controller is a highly personal object, and your preferences may differ based on your hand size, gaming style, and operating system. If you already own a controller that you love, you probably don’t need to buy a new one.
Who should get this
Not every PC game is best played with a keyboard and mouse. If you’d rather sit back and play some of your games with a controller instead, you should consider one of our picks. But if you already own an Xbox 360, an Xbox One, or a PlayStation 4, and you’re happy with the controller that came with it, you probably don’t need to buy a different one.
How we picked

All the gaming controllers we tested for this guide. Photo: Kimber Streams
A great controller must be comfortable to hold for long periods of time, have a good grip to prevent your hands from sliding off even if they get sweaty, and it ought to be a reasonable weight. Although people have individual preferences, a controller’s buttons and triggers all need to be responsive and accurate: They need to do what you tell them to do, when you tell them to do it. But comfort and ergonomics aren’t everything; a controller also needs to play nice with your computer.
We looked at 22 controllers from major manufacturers such as Logitech, Mad Catz, Microsoft, Nvidia, Razer, Sony, SteelSeries, and Valve, plus a few other controllers from lesser-known manufacturers that are popular on Amazon. We ruled out those with poor user reviews and others that cost way more than controllers with similar features. That left us with 11 controllers to test with the help of five people with varying hand sizes and comfort preferences.
Our pick

The Sony DualShock 4 is the most comfortable controller for most hands. Photo: Kevin Purdy
The Sony DualShock 4 Wireless Controller is the most comfortable controller for average-size hands. All of its analog sticks, buttons, and triggers are easy to reach and work well, which isn’t the case for several other models, including the Xbox One controller and Steam Controller. The DualShock 4 works over Bluetooth or with a Micro-USB cable (not included; you can get a great Micro-USB for about a dollar). Plus, its touchpad can simulate a mouse cursor, a feature no other good controller has.
Currently priced less than $50, the DualShock 4 can work both wired and wirelessly—unlike the Xbox One controller, which needs a dongle to work wirelessly on a PC, making it more expensive than the DualShock 4. But the DualShock 4 requires a bit of effort (and software like DS4Windows) to set up on Windows, it won’t work for most games on OS X, and it’s a bit small for large hands.
Runner-up with an easier setup

If you have large hands (unlike me), the Xbox One controller might be more comfortable than the DualShock 4. Photo: Kevin Purdy
If you want a controller that’s easier to set up on Windows and will also work on OS X, or if you have large hands, or if you simply prefer Xbox-style controllers, you should get the Xbox One controller bundled with a wireless adapter. The Xbox One’s greatest advantage over the DualShock 4 is ease of setup. In Windows, the drivers automatically install when you plug in the controller. On OS X, the process is about as complicated as setting up the DualShock 4 on Windows—you just need the 360Controller software.
This controller lacks a touchpad, though, and the shoulder buttons are awkwardly placed. Many people prefer the DualShock 4’s triggers and analog sticks, too. The Xbox One controller also costs more to use wirelessly. If you don’t need wireless and want to save some money, buy it bundled with a Micro-USB cable instead.
Inexpensive and well-loved

The Xbox 360 controller’s body is narrower than the Xbox One controller’s, so it’s easier for small and medium-size hands to grip. Photo: Kevin Purdy
If you don’t want to spend more than $35 on a controller, you should get the wired Xbox 360 Controller for Windows, the go-to controller for PC gamers for many years. The Xbox 360 controller is a bit smaller and lighter than the Xbox One controller, and its more compact size makes the buttons and analog sticks a little easier to reach for people with smaller hands and shorter thumbs.
All the buttons (including the shoulder bumpers) are well-placed and easy for hands of all sizes to reach, but this controller isn’t without its flaws. It can’t work wirelessly—Microsoft sells a wireless version, but that controller plus the required adapter cost about the same as the wireless Xbox One controller and adapter. And the D-pad is horrendous.
Fancy but pricey

The Elite is about the same size as the Xbox One controller, but its soft surface and textured grip make it more comfortable to hold. Photo: Kevin Purdy
If you play a lot of games on your PC that require a controller and you don’t mind spending $150 for a fantastic one, the Xbox Elite is the best option available. The Elite is an upgrade over our other picks in just about every way, with better, customizable controls, four additional paddles on the back, and easier setup than the DualShock 4. Every single member of our testing panel loved it—and I bought one myself—but for most people it isn’t worth three times the price of the DualShock 4.
About the Steam Controller

The Steam Controller feels hollow and cheap, and it’s large and awkward to hold. Photo: Kevin Purdy
The Steam Controller is the only controller that bridges the gap between games with controller support and games better played on a mouse and keyboard. It has touchpads in place of a D-pad and right analog stick; these components offer haptic feedback that you can configure to mimic the movement and feeling of either a mouse or an analog stick. Its dual-stage triggers and back buttons are designed to give you more control and customization than traditional console controllers provide.
Despite this, the Steam Controller isn’t a great controller. Its plasticky body feels cheap and hollow; it has an awkward, large shape, with difficult-to-reach buttons and controls; and because it’s so different from standard gaming controllers, it requires a substantial learning curve. Until Valve releases better hardware, we can’t recommend it for most people.
This guide may have been updated by The Wirecutter. To see the current recommendation, please go here.
Sony has sold over 40 million PlayStation 4 consoles
Sony has announced a new milestone in PlayStation 4 sales: 40 million. And it says it plans to sell another 20 million by April next year.
Anyone with a basic knowledge of math could’ve worked out the milestone from the company’s annual earning report last month, where it announced it had sold 17.7 million PlayStation 4s over the past year. Add that to 2014’s 14.8 million and 2013’s 7.5 million and that’s — you guessed it — 40 million.
The 40 million figure covers sales up to and including March 31st, and Sony obviously didn’t stop selling PS4s then. That’s why today’s announcement now states “more than” 40 million. In reality, given the pace of sales, we’re probably a couple million over that by now. Either way, the news has the added bonus of being some positive PR as we head towards the annual E3 conference.
Although Microsoft stopped reporting Xbox One sales, third-party statistics have the console at just under 21 million sales. If that’s accurate — Microsoft hasn’t confirmed or denied the figure — then the PlayStation 4 has outsold the Xbox One by around two to one.
Sony is rumored to be announcing a new version of the PlayStation 4, codenamed Neo, at E3 in June, prior to its release later this year. The new console would exist alongside the PS4 as a more powerful alternative capable of displaying 4K content. The Neo would certainly help Sony meet its aggressive target of selling 20 million consoles this financial year.
Source: Sony (2016 Forecast), (2015 Earnings), (2014 / 2013 sales)
The Strong Museum opens a DICE Awards exhibit
The Academy of Arts and Sciences (AIAS) holds its annual DICE (Design, Innovate, Communicate, Entertain) awards to recognize outstanding video games and the individuals who bring them to life., Basically, they’re like the Oscars of the gaming industry. Today, they’re opening an interactive exhibit at The Strong’s National Museum of Play in Rochester, NY to showcase winners and significant titles across gaming history.
The exhibit will feature a touchscreen exploring the history of the Academy, which has celebrated achievements in video gaming for 20 years. There will be a Greatest Hits section featuring Game Of The Year winners from Goldeneye to Fallout 4, along with a case full of artifacts and documents pulled up from the museum’s vaults. The Strong Museum plans to keep the exhibit open year-round, updating it annually after each series of awards.
Source: The Strong Museum
Sony sells most of its media editing tools
Sony’s quest to get rid of unnecessary businesses continues. The electronics giant has sold off the “majority” of its creative software suite to Magix, a German firm that revolves around pro imaging apps. That’s right — Vegas Pro, Sound Forge Pro and other well-known Sony media editing apps are now in someone else’s hands. Sony will still offer its Catalyst broadcast and production tools, but Magix will be handling development and support from here on out.
Magix’s exact plans aren’t clear, but it already expects to make new versions of Vegas Pro and Movie Studio. It’s not just folding the technology into its own software, thankfully. Still, it’s an odd move for Sony: the company is giving up its rare advantage of making both video editing software and the cameras to record those videos. It suggests that the costs of competing with the likes of Adobe, Apple and Avid might have been too high.
Watch homebrew code run Steam games on the PS4
Ever since Sony switched to x86 processors with the PlayStation 4, gamers have been craving the chance to play PC games on the console — it’s much closer to your home computer than the PS3 was, after all. Well, we’re glad to say that it’s no longer just a dream: OsirisX recently demonstrated Steam running on a PS4 thanks to a combination of a jailbreak, Arch Linux and some software libraries from Fail0verflow. And yes, it plays games. The demo shows the action-RPG Bastion running at a decent pace, and OsirisX notes that most other titles run well enough at medium to low graphics settings.
The problem, as with many such mods, is aligning the stars so that you can get it all running. At last check, you need a PS4 with a relatively ancient version of Sony’s operating system (1.76) to jailbreak and install Linux. Also, there’s no simple package that includes everything you need; this will require some elbow grease. There’s talk of a possible jailbreak for much newer software (3.50), though, and it won’t be surprising if it’s eventually trivial to run Steam games on the same system you use for Uncharted.
Via: Wololo.net (1), (2)
Source: OsirisX (YouTube), Fail0verflow (GitHub)
Apple Turns to LG as Sony Falls Behind on Dual-Lens Camera Production for iPhone 7 Plus
Chris Chang of investment bank Nomura Securities has issued a note to investors claiming that Sony may be running behind schedule in terms of supplying Apple with dual-lens camera modules for the next-generation 5.5-inch iPhone, which rumors suggest may be called the iPhone 7 Plus or iPhone Pro.
We think Sony may not be able to deliver its full share of dual cameras to Apple due to: (1) lower-than-expected yield, and (2) damage to its production facility from the April earthquake in Kumamoto.
Chang believes that Apple will instead turn to LG as its primary supplier of dual-lens camera modules for the larger-sized iPhone expected to launch in September.
Both Nomura Securities and Citi Research believe all 5.5-inch iPhones will be equipped with dual-lens camera modules, rather than just one model, echoing comments made by KGI Securities analyst Ming-Chi Kuo earlier this month.
Kuo previously said that Apple had two 5.5-inch versions of the iPhone 7 Plus in development, including one with a single iSight rear-facing camera and another boasting a dual-lens camera module. Meanwhile, the 4.7-inch iPhone 7 is widely expected to retain a single-lens camera.
Nomura Securities also believes that Apple will include optical image stabilization (OIS) on both the 4.7-inch and 5.5-inch iPhone, whereas the feature has been exclusive to the larger iPhone 6 Plus and iPhone 6s Plus over the past two generations.
Leaked images, components, and renders potentially offer a first look at Apple’s dual-lens camera system, but rumors have been conflicting about the exact design.
The switch to dual-lens camera modules has been linked to Apple’s acquisition of LinX Technology, which could lead to “DSLR-quality” photos on iPhones. LinX’s multi-aperture cameras are also smaller sized than single-aperture cameras, meaning the iPhone 7 Plus could have a slightly less protruding camera lens.
LinX camera modules offer a number of other benefits, including 3D depth mapping, better color accuracy and uniformity, ultra HDR, low noise levels, higher resolution, low costs, zero shutter lag, and a compact design that allows for edge-to-edge displays. A recent video demo provides a good overview of dual-camera technology.
Apple recently patented a dual-camera system consisting of one standard wide-angle lens, similar to what is found in the latest iPhones, and a second telephoto lens capable of capturing zoomed-in video and photos. In a recent video, we visualized what the interface could look like on future iOS devices.
Dual-camera smartphones like the Huawei P9 and P9 Plus are expected to inspire “killer apps” from smartphone manufacturers and third-party developers.
Related Roundup: iPhone 7
Tags: Sony, LG, Nomura Securities, Chris Chang
Discuss this article in our forums
‘Gran Turismo Sport’ races to PS4 on November 15th
The Gran Turismo series has always been about two things: speed and realism. Now, it’s coming back to PlayStation 4 with a very important update: native PlayStation VR support. Oh, and a ton of absolutely gorgeous cars. The latest entry in the series is Gran Turismo Sport, and it’s speeding to you on November 15th.
During a special event in London from Polyphony Digital and Sony, Gran Turismo Sport came packing a chunk of gameplay footage to soak up. While the game was originally released as far back as last October, this is the first official set of additional details beyond the game’s online sanctioned races and storied PSVR support.
Sony notes Gran Turismo Sport will be the “first racing experience” to be built for real online competitions sanctioned by the FIA (Federation International Automobile.) Not only can you go online and test your mettle against other players, but you can do it for real, representing your home country or even just your favorite car manufacturer with others around the globe. You can build your own racing career from the ground up as you make a name for yourself online.
The game will feature over 140 high-performance cars from the real world, with what looks to be amazingly detailed races both on and offline. There are 27 different tracks scaling 19 real-world locales to look forward to as well, such as the Northern Isle Speedway and Tokyo Expressway.
Whether you race online with others or offline, you can alter your vehicle’s livery with different logos and other personalization options, and there are plenty of new locales to take photos in as well.
The most recent Gran Turismo hit store shelves a lot longer than you may realize, back in 2013 for PlayStation 3 with Gran Turismo 6. While this is a separate spinoff entry that isn’t considered a numbered entry in the series, it’s been a long while since players have been able to put the pedal with Sony’s long-running series. An official beta has yet to be announced just yet, but one is likely on the way.
Source: PlayStation Blog
Sony wants to push AIs to learn from their own experiences
Artificial intelligence is being put through rigorous training. Major technology companies like Microsoft, Google, IBM and Amazon have invested heavily in machine learning techniques that teach systems how to think and react like humans. Now Sony is stepping in to introduce a new layer of learning that it believes will power the next generation of AIs.
The consumer electronics company has invested in AI startup Cogitai to build intelligent systems that will learn from their own experiences in the world. “We have a shared vision for where AI needs to go,” Dr. Satinder Singh, co-founder of Cogitai, told Engadget. “The next wave will be ‘continual learning.’ It’s the idea that machine intelligence will continually grow as it interacts with the world.”
Continual learning isn’t just about creating smart devices that sense your presence, or virtual assistants that understand you better. It’s a technique that is expected to give machines a sort of self-evolving capability. “It builds on everything that has come before,” said Dr Singh. “There’s supervised deep learning to distinguish objects and then there’s reinforcement learning because AI needs to act in the world and learn from consequences. But the new part is the ability to learn and build on those previous things.”
With roots in academia (Dr. Singh is a professor at the University of Michigan), Cogitai hasn’t much experience in the actual applications of these technologies. But Sony is not new to the AI race. In fact, it was a frontrunner in 1999 with AIBO, one of the most successful consumer robotic dogs. The company later went on to set up a Sony Intelligence Laboratory and Sony Computer Science Laboratories to focus on AI-research and development.

Sony’s robotic pet, Aibo, was discontinued when the company pulled back on support and maintenance.
Even after 2014, when the company pulled back support from AIBO to terminate its robotics line, it continued to develop core AI technologies on the side. Some of those efforts eventually led to Xperia’s SmartAR, PlayStation’s facial recognition, digital cameras and more recently, Project N — a wearable device from Sony’s Future Lab Program that employs advanced speech recognition and audio signal processing.
“As a consumer electronics company, whatever we develop and offer to the universe [needs to be] easy to use and not be threatening,” said Toshimoto Mitomo, who is in charge of intellectual property and business development of Sony Corporation. “How do we create AI that people can appreciate?” Now the firm wants to bring that approach to continual learning applications, too.
But despite its in-house AI initiatives, Sony has a lot of ground to cover. While bringing in the expertise of a research-heavy startup could potentially give it a much-needed boost, Cogitai, too, hopes to push past its own limitations through the partnership. “It’s great to partner with Sony who builds so many devices for so many homes and has access to data across the world,” said Dr. Singh. “The biggest boost we can get is access to data, devices and opportunities. It will help us learn and provide value to create a positive feedback cycle for our research questions.”
For now their most pressing question involves continual learning. Dr. Singh likens the behavior to that of a child who slowly learns to make sense of the world. “It starts with whatever is within reach,” he said. “The child learns to grab things then learns to walk and a much wider part of the world becomes available. There’s a continual ability in that, you take what you have and you continue to learn with it. That kind of continual development story is what we’re working on.”
[Images: Tom Merton via Getty Images (lead); Reuters (Sony Aibo)]
Sony’s XA Ultra takes 16-megapixel stabilized selfies
Sony said in February that its mid-range Xperia X smartphone lineup would be camera-centric, and with the Xperia XA Ultra, it’s making good on that claim. The 6-inch device has a 21.5-megapixel Exmor RS main camera with quick launch and hybrid autofocus (though the AF isn’t predictive like on the Xperia X Performance). The coup de grace is the front-facing selfie cam, which packs an impressive 16-megapixel low-light sensor with a front flash and optical image stabilization (OIS).
The stellar cameras are tucked above a 6-inch screen that seems a half-inch smaller, thanks to the edge-to-edge curved, 1080p display. Under the hood, there’s a middling MediaTek octa-core CPU, 3GB of RAM and 16GB storage (expandable up to 200GB of via a microSD slot). The battery is quick chargeable and uses new juicing tech to prolong its lifespan, and Sony claims up to two days on a charge. Unlike other Sony Xperia phones, it isn’t waterproof and lacks a USB-C charging port.
It’s odd to have stellar cameras in such a mildly-powered device, but Sony is trying to separate its mid-range phones from other brands by playing to its strength — imaging. As such, the cameras and screen may attract users whose lives revolve around the camera and social media but don’t want to pay for a flagship. So far, there’s no word on when it’s coming and for how much, but Sony plans a worldwide release.
Source: Sony
Raspberry Pi Zero gains camera support, keeps the $5 price
When the Raspberry Pi Foundation launched the credit-card sized Zero, it stressed that the DIY computing board would not be as capable as the rest of the Pi family. But if there’s one thing we’ve learned about the Raspberry Pi, it’s that there’s always room for improvement. Today, the Zero has received its first major hardware upgrade since its hugely successful launch in November: a camera connector. The new addition works very nicely with the two new Sony imaging modules announced last month and the board retains its $5 (£4) price.
In a blog post, Raspberry Pi founder Eben Upton explains that “through dumb luck,” the same camera connector that the Foundation uses for its development kits just happened to fit onto the right side of the Zero. By moving the surface components a little to the left and rotating the activity LEDs, the team was able to close the feature gap between the Zero and bigger Pi boards.
If you’ve already invested in a camera module for an existing project, you will need to invest in a new cable. The CSI connector on the Zero is 3.5mm smaller than the adapter on the Pi 3, meaning it can’t simply be hot-swapped. But if you’re new to Raspberry Pi and are looking for a new DIY project, the addition of a connector may allow you to build a cheap home security system or have some fun making a tiny spy camera.
Via: Raspberry Pi Blog
Source: Pimoroni (UK), Pi Hut (UK), Adafruit (US), Microcenter (US)



