

#Steam controller wired without batteries Pc
Two things frist of all an audio pass though is included on many more expensive PC controllers and does not require steam to make a preoprity connector / head phones, and a charge over USB for AA batteries and also being able to power the controller off USB would have been a welcome adititon.īecause the USB cable does not power the device so if you run out of batteries then tough luck no more playing until you either replace them or charge them, so if you don't mind playing wired or you proffer playing wired you still have to have keep the battires charged which is, SUPER DUMB! I wouldn't have minded if they had made it so you had to take up an extra USB port for power because USB 2.0 and 3.0 can only provide limited power which might not be enough to power the device.

It's better to not be forced to pay an extra 10 bucks for something most people have one or multiple spares of. Why would they bother including stuff you can buy anywhere, anytime, for cheap? So why the hell would you use ♥♥♥♥♥♥ batteries and not include the micro usb cable? They're easier and cheaper to replace, if they go bad. There's such thing as rechargeable AA batteries, which you can find in any electronics store. 引用自 boganvogue:come on Steam, Sony has had a rechargeable controller for how long now? This might not hold true for some cheap third-party controllers, though I suspect Valve likely made sure it wasn't a problem with theirs. Gamepads are designed with gaming in mind, so their designers will generally try to minimize the time spent performing wireless transmission as much as possible. My primary mouse and keyboard are wired, but I have both wired and wireless game controllers. Generally, there will be a delay of several frames or more between when you press a button on a wired gamepad and when that input is reflected on the screen, whereas the delay introduced by wireless transmission shouldn't be more than a fraction of a frame. Game's will also often introduce multiple frames of delays themselves, either so that they can smooth motion, perform certain rendering techniques or avoid discrepancies due to network lag in online games. Some places do test for display lag though, such as this appropriately named site, which has a database of many screens. This "display lag" is different from "response time", which is more related to the blurring of moving scenes, or "refresh rate", and unlike those specs, isn't generally advertised.

With televisions, the delay is usually worse still, with many taking 3 or 4 frames before they display an image. The difference shouldn't be more than a fraction of a frame, and is far less than the delay of your computer rendering the scene, and of your monitor processing and displaying it.Īt 60fps, a typical modern monitor will introduce a delay of nearly 1 to 2 frames as it processes the images sent to it from a computer before displaying them. I don't think wireless input delay is much of a concern in modern controllers. 引用自 Berith:I prefer to play wired personally so I don't have to deal with batteries or any sort of input delay.
