Question about adaptive triggers (Gamesir G7 Pro Xbox controller)

Stafford

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So the Gamesir G7 Pro Wuchang controller has adaptive triggers. A lot of hubbub has been made about this when Sony came with it, but what exactly does this do?

I can't find any real info on it for this controller and what it means for games, also, which games support it? Because I assume it's only certain games. I am testing it with Powerwash Simulator, but I don't really notice a difference. I made two photos of how it looks in the app for the controller, what setting should I change here?

The controller also has trigger stops via buttons on the back but that's like the Switch controller's triggers, not a fan.

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Do you mean the little spinny rumble motors inside each trigger? The ones that go bzzzt bzzt in Forza Horizon?

Is that what's called adaptive triggers? Because I recall reading from PS5 owners during launch that shooters especially were great, that it really felt like pulling a trigger and how it could jam as well and what not. But something tells me it doesn't work like that for Xbox.
 
the Xbox has "impulse triggers". this means the triggers have smaller rumble motors inside them.

this is used for rumble feedback, like if you shoot a shotgun the right trigger will vibrate. Watch Dogs 1 was a decent demo for those triggers back in the early Xbox One days.

in Forza the triggers start vibrating whenever you are losing grip, for example if you accelerate too hard during a sharp turn, the right trigger will slowly start vibrating. or if you break too hard and lose grip that way, your left trigger will vibrate.

a game that has super over the top Impulse Trigger support is Wreckfest. the triggers go absolutely insane in that game on default settings. it actually feels like your right trigger is pushing against you with how insane the strength is set in that game 🤣

recently, due to the Dualsense having "HD Rumble", some devs started using the small motors of the triggers for smaller/finer feedback, like in Jedi Survivor if you start sprinting, the triggers will emulate the footsteps.
 
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The point of the DS5 triggers are being able to adjust tension/resistance as needed. So it can add immersion by suddenly ramping up resistance in whatever context calls for it or loosen in another.

I don't know if the G7 has that feature or if it's just a rumble system that uses more than just 1 big motor and 1 small motor, which is the traditional way of doing it. I believe that was termed as haptic feedback at some point, but I might be mixing that up with touch devices.
 
the Xbox has "impulse triggers". this means the triggers have smaller rumble motors inside them.

this is used for rumble feedback, like if you shoot a shotgun the right trigger will vibrate. Watch Dogs 1 was a decent demo for those triggers back in the early Xbox One days.

in Forza the triggers start vibrating whenever you are losing grip, for example if you accelerate too hard during a sharp turn, the right trigger will slowly start vibrating. or if you break too hard and lose grip that way, your left trigger will vibrate.

a game that has super over the top Impulse Trigger support is Wreckfest. the triggers go absolutely insane in that game on default settings. it actually feels like your right trigger is pushing against you with how insane the strength is set in that game 🤣

recently, due to the Dualsense having "HD Rumble", some devs started using the small motors of the triggers for smaller/finer feedback, like in Jedi Survivor if you start sprinting, the triggers will emulate the footsteps.

Yeah, that stuff is very cool too. But that's different from what PS5 has with the DualSense, right?

Someone told me he was playing AC Valhalla and Ghost of Tsushima on PC and he said it was harder to pull the more you drew your bow, until at full draw it was almost pulsing with tension. Or in Deathloop it felt like a gun trigger, with feedback and jamming where you actually couldn't pull it until you reset the chamber.

Honestly that sounds cool. That was with DualSense on PC.
 
Yeah, that stuff is very cool too. But that's different from what PS5 has with the DualSense, right?

Someone told me he was playing AC Valhalla and Ghost of Tsushima on PC and he said it was harder to pull the more you drew your bow, until at full draw it was almost pulsing with tension. Or in Deathloop it felt like a gun trigger, with feedback and jamming where you actually couldn't pull it until you reset the chamber.

Honestly that sounds cool. That was with DualSense on PC.

the Dualsense has a small motor inside, that pushes up a plastic peg. that plastic peg then pushes against the trigger.

it can not hard-stop the trigger (you'd instantly break the little plastic peg) it can only add some resistance at whatever point the developers want to add it.
some games then just make the trigger harder to press down, others will have a specific point that feels like a trigger stop, but you can push through it.

Ratchet and Clank uses the latter one to give weapons 2 fire modes. if you pull the trigger down slightly, you'll use fire mode 1, and if you push through the soft trigger stop, you'll use fire mode 2. Returnal does a similar thing.

in Astro's Plaroom there's a climbing section where you have to grab onto rocks with the left and right triggers, and some of the rocks are brittle and will break if you push too hard. so you have to slightly press down until you feel the trigger stop, and not push through it, or you'll break the rock.

usually tho, in most games, the triggers are used similar to the Xbox's impulse triggers, as a small tactile feedback, which has no function, just a simulated trigger resistance or something.
it not always feels the best to say the least. especially if you use a semi-auto gun and spam the trigger, if it's not well implemented ot will feel awful.
 
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