Comparison 8BitDo Ultimate C Wired Controller for Xbox vs GameSir G7
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|---|---|---|
| 8BitDo Ultimate C Wired Controller for Xbox | GameSir G7 | |
| Compare prices 1 | from $39.99 | |
| TOP sellers | ||
| Product type | gamepad | gamepad |
Connection | ||
| Platform | PC (Windows) Xbox | PC (Windows) Xbox |
| Interface | wired | wired |
| Wired interface | USB-A | USB-A |
| Cable length | 2.5 m | 3 m |
Control | ||
| Number of buttons | 13 pcs | 15 pcs |
| Switch type | membrane | |
| Feedback | vibration | vibration |
| D-pad | 4 position | 4 position |
| Sticks | 2 on Hall sensors asymmetrical | 2 asymmetrical |
| Bumpers (shifts) | 2 pcs | 2 pcs |
| Triggers | 2 pcs on Hall sensors | 2 pcs |
| Rear buttons | 2 pcs | |
Features | ||
| Turbo Function | ||
| Backlight | RGB | |
| Headphone output | ||
| Braided cable | ||
| Detachable cable | ||
Power supply | ||
| Power source | USB port | USB port |
| Port on the device | USB-C | |
General | ||
| Material | plastic | plastic |
| Weight | 216 g | 256 g |
| Color | ||
| Added to E-Catalog | august 2024 | november 2023 |
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Glossary
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.
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.
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.
Switch type
The type of switches indicates the mechanism under the buttons of a gamepad or controller and how exactly the device registers pressing. This affects the click feel, response speed, noise, durability, and accuracy of repeated presses.
— Membrane. Under the button is a flexible rubber or silicone membrane that gets pressed to close the contact. These switches are usually quieter, softer, and cheaper but can lose elasticity over time and do not match mechanical solutions in terms of response precision.
— Mechanical. In mechanical switches, each press is handled by an individual mechanism with a spring and more pronounced tactile feedback. These buttons feel better to the fingers, return to the starting position faster, and are well-suited for fighting games, arcade games, and frequent commands.
— Optical. An optical switch registers the button's movement by interrupting or changing a light beam, rather than through regular contact. Compared to mechanical solutions, it can respond faster and wear less in the contact zone, making them a good choice for active gaming and esports.
— Membrane. Under the button is a flexible rubber or silicone membrane that gets pressed to close the contact. These switches are usually quieter, softer, and cheaper but can lose elasticity over time and do not match mechanical solutions in terms of response precision.
— Mechanical. In mechanical switches, each press is handled by an individual mechanism with a spring and more pronounced tactile feedback. These buttons feel better to the fingers, return to the starting position faster, and are well-suited for fighting games, arcade games, and frequent commands.
— Optical. An optical switch registers the button's movement by interrupting or changing a light beam, rather than through regular contact. Compared to mechanical solutions, it can respond faster and wear less in the contact zone, making them a good choice for active gaming and esports.
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.
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.
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.
Rear buttons
Additional buttons located on the back panel of the gaming controller.
This feature is found exclusively among gamepads (see "Type"). As a rule, rear buttons are customizable and can be assigned to specific functions at the player's discretion or depending on the demands of a particular game. They are designed so that you can control the game without having to take your fingers off the main buttons or sticks. Rear panel additional buttons are particularly useful in first-person shooters and fighting games, where quick reactions and precise control play a crucial role in achieving success in the game.
This feature is found exclusively among gamepads (see "Type"). As a rule, rear buttons are customizable and can be assigned to specific functions at the player's discretion or depending on the demands of a particular game. They are designed so that you can control the game without having to take your fingers off the main buttons or sticks. Rear panel additional buttons are particularly useful in first-person shooters and fighting games, where quick reactions and precise control play a crucial role in achieving success in the game.
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.
Backlight
Backlight gives the controller a unique and stylish appearance, highlighting its belonging to the gaming device segment. The simplest variations are single-color options. Specific colors can vary: red, turquoise, green, etc. The most advanced options are multicolor and RGB lighting. Multicolor systems are those that offer more than three color options, sometimes with intermediate shades. RGB lighting allows the user to choose virtually any shade based on preference and mood.
Braided cable
The presence of a braid on the complete cable of the controller.
This feature slightly increases the cost of the wire, but it has a positive effect on its strength and durability: the braid protects the insulation and “hardware” from abrasion, prevents strong bending, and is even able to resist punctures, cuts and curious pets who want to taste the cable to a certain extent.
This feature slightly increases the cost of the wire, but it has a positive effect on its strength and durability: the braid protects the insulation and “hardware” from abrasion, prevents strong bending, and is even able to resist punctures, cuts and curious pets who want to taste the cable to a certain extent.






