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Xbox will block third-party controllers to "preserve the console experience"

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Re: Xbox will block third-party controllers to "preserve the console experience"

#363
post #286

Earlier quoted context omitted.

> there's no significant money to be made here [...] Not that many people use non-Xbox controllers to begin with, and whatever licensing fees Microsoft will charge manufacturers may very well be offset by the costs of running the licensing program itself. Ah yes, original (or licensed) game console accessories, the well known non-profit operation... Yes, console prices are sometimes subsidized, but never accessories,…

An official Xbox controller is usually around $50 on Amazon, and currently $54.99 from Microsoft, and that price is very much in line with comparable peripherals from other companies on Amazon (Logitech etc.). The Xbox controller build quality is excellent , and when you look at all the features like custom low-latency headset audio and extension capabilities, it's nothing like the generic controllers that are $30-40…

Maybe it will eventually cost $99

Re: Xbox will block third-party controllers to "preserve the console experience"

#364

Earlier quoted context omitted.

Most games. Most of the time. You make it sound like there's only a small subsection of games that can be played on Linux when that hasn't been true for some time now. There definitely still exist games that have issues running on Linux, but they are few and far between now.

Quality versus quantity problem. The most popular games not made by Valve tend to not work at all, and a quick look at Proton DB shows of the top 100, only about 20% are in the "no issues" (platinum) category. Gold is "playable", and from experience, there is a lot of variability there. It includes problems that would lead to refunds and bad reviews on the original platform.

Gold is generally only minor issues. I can play most of the games in my library.

Re: Xbox will block third-party controllers to "preserve the console experience"

#365

Earlier quoted context omitted.

No. The exact opposite. I'm sick of modern software telling me "something went wrong, try again later". Unless every possible error scenario gets its own descriptive error, that error code is a necessity. And nobody is going to accept a dev adding error messages to every possible error, because localisation to 180+ languages will cost a fortune. Your choice is between "something went wrong" and "something went wrong…

>Unless every possible error scenario gets its own descriptive error I mean that's not out of the question, I force that in every codebase I use. The only one I find that difficult in is Kotlin, because it's a trash language that doesn't properly compose throwables.

> because it's a trash language that doesn't properly compose throwables.

Can you elaborate?

Re: Xbox will block third-party controllers to "preserve the console experience"

#366
post #197

Earlier quoted context omitted.

Real problem here seems to be games doing aim assist in multiplayer

I'm competitive. I simply won't play FPS that have aim assist in multiplayer. If a controller has a disadvantage to KBM, they should learn to use KBM, not give them a built-in aimbot.

My guy, ‘aim assist’ is not aimbot. It assist in functions like precision headshot placement for something that isn’t point and click. Also what if that person is disabled and can’t use mnk. Guess what… you end up looking like a bigger moron for not thinking controller is good enough. If you want mnk sure play games that allow it. The problem is that people are using devices like xim and Chronus on console. Mainly PlayStation because they done police it. But you can program them to have aimbot and recoil control. I’m a game like rainbow six siege mnk on consol doesn’t belong. That is why it will never be cross play with pc. Pc is too tryhardy and toxic and most kids have consoles and want to play with people who have the same input.

Re: Xbox will block third-party controllers to "preserve the console experience"

#367
post #350

Earlier quoted context omitted.

This is such a PCMR elitist take. Have you ever actually played on console? By and large aim assist is very subtle, but it's required to have an enjoyable experience on console. I don't think I could bear to spend ~ 10h / day at a computer, and then spend my down time hunched over a keyboard and mouse. I like a clean break, and a completely different experience. You're welcome to be as 'competitive' as you like, but…

For a person motivated by competition, opponents aim assists just kills the whole point of playing. That is not elitist, that is just being a person. His enjoyment is for him as important as yours for you. He is in fact entitled to play only games he likes to play is setup he finds fair. And he is fully entitled to express it out loud so that similarly minded people can bond or argue for existence of games they like.

Not every person plays cod. I guarantee if you loaded up siege on console you would see why mnk is a bad idea. Siege has aim assis and you can turn it off. Personally I have it off. But for new players and people who aren’t in the conventional sense “normal” they need a little help playing. And being competitive is different to abusing actual cheating and dropping 15k 0d in a ranked game against controller players.

Re: Xbox will block third-party controllers to "preserve the console experience"

#368
post #231
post #214

Earlier quoted context omitted.

Related: Wiimotes connect and function as bluetooth devices under both Linux and Windows but not Mac OS.

This feels like a new development. I regularly attached a wiimote over Bluetooth to my Mac in the teens. It was my go-to clicker for presenting slides. I needed a dedicated program to map the controller buttons to the inputs I wanted, but the wiimotes attached over Bluetooth without any extra hardware.

Wiimotes are broken on Apple silicon.

Re: Xbox will block third-party controllers to "preserve the console experience"

#369
post #195

Earlier quoted context omitted.

> Compared to most other tech/gaming companies, it's shocking how non predatory and customer friendly they are. That is a low bar indeed. Steam got its initial install base because Valve bought Counter-Strike and then made Steam a functional requirement to play it.

I mean this in the nicest way but "we used to hate steam you know" is some sure-grandma-lets-get-you-to-bed meme shit.

Alternatively, a way to put children to bed:

"Once upon a time, we enjoyed the right of first sale[0]..."

[0] https://en.wikipedia.org/wiki/First-sale_doctrine

Re: Xbox will block third-party controllers to "preserve the console experience"

#370
post #74

This is a money grab with the polish of a pro-gamer cheat-cleanup. Why do I say that? Microsoft can fix most of the 'cheats' that a software controller can implement in software. Auto-fire is trivial to detect, as is a KBM setup where it doesn't belong. Out of the ordinary joystick characteristics/speed/hysteresis/range would make it obvious to them which controllers are aftermarket if they cared to disallow them aft…

I disagree completely -- there's no significant money to be made here. Microsoft wouldn't even bother if this were a financial play, it's so small. Not that many people use non-Xbox controllers to begin with, and whatever licensing fees Microsoft will charge manufacturers may very well be offset by the costs of running the licensing program itself. This seems very clearly to be anti-cheat. Advantages are not "trivial…

Great example is Sony who have such a poor reporting system in place and mnk had destroyed shooters on PlayStation to a point I have crossplay off on siege. I see way more mnk on ps than I do on Xbox.
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