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Comparison GameSir G7 SE vs GameSir G7

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GameSir G7 SE
GameSir G7
GameSir G7 SEGameSir G7
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Product typegamepadgamepad
Connection
Platform
PC (Windows)
Xbox
PC (Windows)
Xbox
Interfacewiredwired
Wired interfaceUSB-AUSB-A
Max. polling rate1000 Hz (1 ms)
Cable length3 m3 m
Control
Number of buttons15 pcs15 pcs
Switch typemembranemembrane
Feedbackvibrationvibration
D-pad4 position4 position
Sticks
2
on Hall sensors
asymmetrical
2
asymmetrical
Bumpers (shifts)2 pcs2 pcs
Triggers
2 pcs
on Hall sensors
2 pcs
Rear buttons2 pcs2 pcs
Features
Turbo Function
Headphone output
Braided cable
Power supply
Power sourceUSB portUSB port
General
Materialplasticplastic
Weight221 g256 g
Color
Added to E-Catalogmay 2024november 2023
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Glossary

Max. polling rate

The polling rate indicates how often the controller sends data about presses and movements to the system, usually measured in Hz, and it directly affects the sense of responsiveness. The higher the polling rate, the smaller the "time window" between your action and when it appears in the game, making control feel more precise, especially in shooters, fighting games, and rhythm games. However, the actual effect also depends on the type of connection: wired high frequency often provides more stable performance, while Bluetooth can be limited by protocol or power saving, so two identical game controllers may feel different in wired and wireless modes. Thus, if you play a competitive shooter, a higher polling rate helps "catch" micro-movements of the stick more accurately; for calm games, the difference might be barely noticeable.

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.

...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.

Triggers

Auxiliary controls located on the top of the gamepad at the back of the body. The triggers are pressed by the player's index or middle fingers.

In classic gamepads and joysticks, triggers are used to control various actions in games (for example, accelerating a car in racing games, shooting in shooters, etc.). Some models allow the trigger to be pressed halfway for aiming in the game or fully for firing at enemies. Such buttons may also feature a vibration feedback function. In the vast majority of cases, triggers are based on potentiometers (variable resistors), less frequently on Hall sensors, which track changes in the magnetic field fluctuations and lack frictional parts in their construction (though they are more expensive).

Triggers are arranged somewhat differently in clip-on gamepads for smartphones (see "Type"). Often these controls are equipped with lever-type mechanisms and sensitive contacts to the touchscreen layer, which touch a specific area of the display when the levers are pressed. Depending on the game layout, various control functions (shooting, aiming, crouching, or jumping, etc.) are typically assigned to the triggers.

Turbo Function

Auto-repeat mode, where the selected button triggers a series of rapid presses while the user holds it. In practice, Turbo can be useful in arcade games, fighting games, retro games, or shooters for frequent shooting, accelerated striking, or repetitive commands.