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Comparison Sony DualSense Edge vs Razer Wolverine V2 Pro

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Sony DualSense Edge
Razer Wolverine V2 Pro
Sony DualSense EdgeRazer Wolverine V2 Pro
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Main
Adaptive triggers L2 and R2. Improved feedback system (adopted haptic feedback). Ability to reassign buttons and save settings in profiles. Fn buttons (for quick profile changes and volume control). Setting the triggers.
Razer Chroma RGB lighting
Product typegamepadgamepad
Platform
PC (Windows)
PlayStation 5
PC (Windows)
PlayStation 5
InterfaceBluetooth / wiredradio / wired
Cable length2.8 m
Range10 m10 m
Technical specs
Number of buttons1617
Feedbackvibrationis absent
D-pad4 position8 position
Sticks
2
both from below
2
asymmetrical
Bumpers24
Triggers
2
2
Rear buttons24
Touchpad
General
Materialplasticplastic
Power sourcebatterybattery
Operating time8 h
28 h /without backlight/
Charging portUSB C and proprietaryUSB C
BacklightRGBRGB
Customization
 /analogue levers/
Headphone output
Speaker
Gyroscope
Braided cable
Detachable cable
Weight279 g
Color
Added to E-Catalogfebruary 2023december 2022

Interface

The way to connect the manipulator to the gaming device.

In general, such methods are divided into wired(in a conventional or serial format), wireless(radio, Bluetooth, or even both at once) or combined(a combination of wired and wireless formats in one model). Here is a more detailed description of the different options:

— Wired. The classic wired connection is a very popular option, especially among PC/Mac controllers and desktop consoles (see "Platform Compatibility"). But for portable gadgets, it is practically not used (and for AppleTV it is not used in principle). A wired connection is usually carried out via a USB connector, but other options are possible (again, depending on the supported platforms). The main disadvantage of controllers of this format is the limited freedom of movement; this is especially true when playing on a large screen, when you need a considerable distance from such a screen for comfortable viewing. On the other hand, wired accessories are noticeably lighter and cheaper than wireless ones, and the vast majority of such models receive energy from a USB port or a network (see "Power"), so the operating time is unlimited (although there are some exceptions). And the length of the cable is not so often critical: for example, a steering wheel or joystick mounted on a table right in front of the computer usually does not need a lon...g cable, and accessories for desktop consoles usually make the cable quite long.

— Wired serial. A variation of the wired connection described above, in which the controllers are connected in a “chain” through one port: one manipulator is connected to the gaming device, and the second to the first manipulator. In general, this is a rather rare option, used only in some paired sets of gamepads (see "Device type"). However, in some cases, such a connection turns out to be more convenient than the traditional one: it allows you to reduce the number of wires stretching to the set-top box.

— Wireless. The main advantage of all types of wireless connection is obvious: the absence of a cable, which limits mobility and can create inconvenience. And for motion controllers (see "Device type"), this option is, in fact, the only possible one at all (otherwise it would be at least problematic to use such a manipulator). In addition, it is wireless communication (for a number of reasons) that is most convenient for working with portable gadgets — smartphones and tablets. At the same time, the range of such a connection is usually sufficient to work at least within a large living room, and more often at greater distances. On the other hand, wireless controllers are noticeably more expensive than their wired counterparts. In addition, most of them use autonomous power (batteries or accumulator), which limits the time of continuous operation. And although this time can be quite significant, and batteries (and some batteries) can be quickly changed, you still cannot do without interruptions in work, and the charge may end at the most inopportune moment. The exception is some models with mains power, but they have a wire, in turn, “binds” the device to the outlet. As for specific methods of wireless communication, nowadays there are such options:
  • bluetooth. Connecting via Bluetooth is convenient primarily because many modern gaming devices initially have built-in modules for such a connection. The list of such devices includes, in particular, almost all desktop consoles, smartphones, tablets and laptops, as well as many advanced PCs (including all Mac computers). Thus, the controller can be made compatible with numerous different devices, and most often no additional adapters are needed for the connection itself. However, if necessary — for example, for a desktop computer without Bluetooth — such an adapter can be purchased separately. With all this, the connection is carried out in the radio range and does not require direct visibility, and its range in open space is standardly at least 10 m (and often much more).
  • Radio. Non-Bluetooth radio connection (see above). The specific features of such a connection largely depend on compatibility with gaming platforms (see above). For example, native radio standards are used by many desktop consoles, and connections to such devices are often made directly, without additional equipment. In turn, controllers with the ability to work on a PC (Mac) are equipped with special adapters, usually connected via USB (in this case, such models can also support a direct connection to the game console). But for mobile gadgets, this method of communication is not used — in this case, the Bluetooth described above is more justified.
  • Bluetooth / radio. Ability to work in any of the options described above. All such controllers are made immediately for several platforms — consoles (of a particular series), mobile devices and computers; the specific combination of these options can be any, but there is always more than one. However such versatility significantly affects the cost, so in general there are very few models with such a connection. However, if we take not variety, but the total number, then this method is not as rare as one might think — for example, it is provided in the “native” gamepad for Xbox Series S / X consoles of the 2020 model.
— Combined. The combination of a wired connection with support for wireless standards — Bluetooth, radio, sometimes both at once. The features of each of these options are detailed above. And the combined format of work theoretically provides maximum versatility, allowing you to choose the best connection method for different situations. However, in fact, the specifics of the work of such accessories may be different — depending on the compatible platforms and even the features of individual models. For example, some combination controllers use different connection methods for different devices — for example, wired for a PC and radio for a desktop console. Others work mostly wireless, with the cable used to recharge the battery while playing (or when you need to save battery for later). Still others may combine these formats, etc. Anyway, such nuances should be clarified separately. The same goes for general connection features: for example, the "wired / radio" option in a device for PC and consoles can mean both the presence of a wireless USB adapter and the inability to wirelessly connect to computers.

Cable length

The length of the cable provided in the design or delivery set of the wired or combined controller (see "Connection").

In general, the meaning of this parameter is obvious: a longer cable gives more freedom of movement, but can create inconvenience at short distances. In fact, the length of the wire is important mainly in cases where a wired connection is used to play on a large screen: for comfortable viewing, it is desirable to be at a fairly large distance from such a screen. However, even in this case, a relatively short cable can be compensated for by the length of the wires going from the console (or other gaming device) to the screen, or even by connecting the set-top box to the screen wirelessly (many modern models have this capability). If the controller is used for a computer, this parameter can be ignored: the system unit or laptop is usually located in close proximity to the user, and even a fairly short wire is enough to connect.

Number of buttons

The total number of buttons provided in the design of the manipulator.

The more buttons — the more additional features you can "tie" to the manipulator, the lower the likelihood that during the game you will have to turn to other controls (for example, a PC keyboard). However, many game consoles (see "Platform Compatibility") provide a certain minimum number of buttons for a compatible gamepad — a smaller number simply would not allow full use of all the functions of the console. For example, the original PlayStation 4 controller has 11 buttons.

Note that the D-Pad (see below) is not included in this calculation: it is considered a specific control, although it is based on buttons.

Feedback

The type of feedback provided in the design of the manipulator (if any).

Feedback is the reaction of the manipulator to certain events occurring in the game. This reaction enhances the "immersion effect", giving the player the impression that he is holding on to a real airplane handle, car steering wheel, etc. It can be like this:

Vibration. Feedback in the form of vibration allows you to simulate, for example, shaking from off-road driving, aircraft trembling when firing from airborne weapons or entering a turbulence zone, etc.

— Power. Force feedback controllers are able to create some resistance to the efforts of the player — for example, to simulate the difficulty in turning the steering wheel when the wheels are stuck in the mud.

— Vibration / power. Controllers that support both types of feedback described above. This option is the most advanced and at the same time the most expensive.

D-pad

The presence of the D-Pad manipulator in the controller design; the type of such a manipulator can also be specified here.

D-Pad is used to move the character, cursor, etc. in strictly defined, standard directions. In some cases, this can be more convenient than using analogue levers that tilt to either side (see below). As for the varieties, nowadays there are such options:

— 4-position. The classic D-Pad, which appeared at the dawn of game consoles and does not lose popularity nowadays. Available as a set of 4 buttons in a distinctive cross-shaped layout, or as a single solid "multi-sided" button. Anyway, such a device provides 4 fixed directions: up, down, right, left. But to move diagonally, you need to select 2 corresponding directions at once; this is not always convenient, so in this regard, 4-way D-Pads are considered somewhat less practical than the 8-way ones described below. On the other hand, they are also quite functional, while being simpler in design, reliable and inexpensive; and strictly diagonal movements are not required as often as horizontal and vertical ones. So this type of D-Pads can be found even in accessories for the latest generations of game consoles.

8-position. A variation of the D-Pad, in which 4 standard directions (2 horizontal, 2 vertical) are supplemented by 4 intermediate — diagonal. In this case, we are usually talking about full-fledge...d fixed positions of the manipulator; in other words, to move diagonally, you need to click not on two standard directions, but on one intermediate one. The classic design of this type of D-Pad is a multi-sided button, which is the most suitable option in this case. However, this variety also includes some solutions for 4 separate buttons — provided that these buttons are placed very close, and pressing two at once with one finger is not difficult. Anyway, 8-position manipulators are somewhat more expensive, but more convenient than 4-position ones.

Sticks

The number and location of analogue sticks provided in the design of the manipulator.

The analogue lever can be described as a "miniature joystick" — it is a protruding lever that can be deflected in any direction. Its purpose is generally similar to the D-Pad (see above), but the stick does not have fixed positions; this provides more "fine" control, which is very important in modern games. In addition, tilting it is often more convenient than pressing the D-Pad.

Separately, it is worth mentioning sticks on Hall sensors. The design of such levers is more reliable due to the absence of rubbing and contacting parts, and the position of the stick is determined by changes in the fluctuations of the magnetic field, which are monitored by appropriate sensors. Sticks on Hall sensors do not have “dead zones”, are devoid of the drift effect (misalignment), and wear out an order of magnitude slower. However, such solutions are not cheap.

This feature is most widely used in gamepads (see "Device type") — most of these controllers have at least one lever, models without sticks are already considered rare. In addition, such equipment, by definition, is installed in all arcade controllers; and analogue levers are also found in virtual reality weapons and motion controllers — it is very convenient to control the movement of the character through them.
...r> As for the location, it is indicated mainly for traditional design gamepads with a full set of controls, including 2 sticks. The most common options here are the left lever on top, the right one on the bottom ( like Xbox) or both levers on the bottom (like PlayStation). Much less common are devices where both analogue sticks are installed on top — this is, in particular, a regular gamepad for Wii U, as well as many models for mobile gadgets. And in some manipulators, a customizable (adjustable) arrangement of levers is provided: usually, the right stick in such models is fixed, and the left one can be installed from above or below, changing the format of the gamepad to suit your preferences.

Bumpers

Bumpers or shifters are buttons on the top of the body of gaming controllers. They are supposed to be assigned various actions in games, and they are also used for user interaction with the menu interface and applications on board a gaming console or computer.

Such controls are a characteristic feature of gamepads (see “Type”) and are almost never found in other types of game controllers. Shifts are pressed, usually with the index fingers, when the user is holding the gamepad. Often, bump buttons can perform different functions depending on the game (for example, switching weapons, running mode, etc.), and they are also used to move between sections of the user interface. In any case, bumpers add additional control options to the player.

Rear buttons

Additional buttons located on the rear panel of the game controller housing.

Such equipment is found exclusively among gamepads (see “Type”). As a rule, the back buttons are made customizable and assigned to certain functions at the discretion of the player or depending on the requirements of a particular game. They are designed to allow you to control the game without having to take your fingers away from the main buttons or sticks. The extra buttons on the rear panel are especially useful in first-person shooters and fighting games, where responsiveness and precise control are critical to success in the game.

Operating time

The time of continuous operation of the controller with autonomous power supply (see above) without recharging or replacing batteries. When choosing according to this indicator, note that it is quite approximate, because. in fact, the operating time depends on the intensity of the game, the frequency of feedback, etc., and in models powered by replaceable batteries, it also depends on the quality of these batteries. Therefore, the actual battery life may be less, and sometimes more than the claimed one. Nevertheless, different models of controllers can be quite compared according to the time of operation on a charge given in the characteristics.
Sony DualSense Edge often compared
Razer Wolverine V2 Pro often compared