PlayStation 5 (4) Reassignable Jacks Controller | Evil Controllers

Photo showing the controller with four of the Logitech G switches connected to it.

Whilst the release of the Access controller means that support for accessibility switch use is now available using a first-party controller, some players may be looking to add additional switches to their controller set-up.

The PlayStation 5 (4) Reassignable Jacks controller from Evil Controllers, is a modified PS5 DualSense controller. It has an external interface box fitted with four 3.5 mm switch ports that players can connect compatible accessibility switches into. The DualSense controller itself is still fully functional, so players can still use this alongside the added switches.

In this post, we will look at how the controller could be used in example controller set-ups and also the alternatives that could be considered.

Switches

A photo showing a range of switches.

Accessibility switches are external buttons that can come in different shapes and sizes and can require different amounts of force to activate them. The image above includes three switches from the Logitech G Adaptive Gaming Kit for Access controller, an AbleNet Buddy Button and Specs switch and a Marblesoft Ultra Light HD Switch as examples of some of the switches we use at SpecialEffect. They allow you to position an input away from the controller or interface and place it where it is most suitable to access it, which may vary from person to person.

Depending on the interface they are connected to, they can act as inputs for playing games. Many come with a 3.5 mm jack connector, which will fit the ports on the PlayStation 5 (4) Reassignable Jacks controller and most of those will work, if they are digital (on/off). However, analog switches, such as the Variable Triggers from the Logitech G Adaptive Gaming Kit for Access Controller), which are analog, will not work correctly and will need to be used with a compatible interface, like an Access controller.

Using the PlayStation 5 (4) Reassignable Jacks controller, the connected switches can be used for a number of PS5 inputs. You can map the switch ports to the following inputs: Cross, Circle, Square, Triangle, D-pad directions, L3, R3, L1, R1, L2 and R2. They cannot be used for stick directions, touchpad button or swipe inputs,  PS, Create or Options. 

To map a port to a particular input, you first hold the touchpad button on the attached DualSense controller and then hold a connected switch input until the light on the controller flashes once. You then press the input on the attached DualSense controller that you would like that switch to be used for. The light on the controller will briefly flash on and off a few times quickly and then your switch will be ready to use.

For more information on the switches we use at SpecialEffect and how we mount them, please see the following posts: Using Switches to Access Button Presses and How to Mount and Position Switches and Controllers.

Potential Uses

Below are some examples of how the the PlayStation 5 (4) Reassignable Jacks controller could be used to add switches to a controller set-up on a PS5 console. They include illustrative photos using combinations of switches from two Logitech G Adaptive Gaming Kits for Access controller. Actual controller set-ups will need to be created and customised for each individual player’s needs.

Standalone Set-Up: Players may benefit from the PlayStation 5 (4) Reassignable Jacks controller, if they use a DualSense controller, but would benefit from accessing one to four of the inputs in an alternative way – by positioning some external accessibility switches to be used in an alternative position with the hands or another part of the body.

Standalone Cooperative Set-Up: A player may also use this controller to share controls with another player and play cooperatively. For instance, they may use one to four switches themselves, whilst another player supplements these with the attached DualSense controller (or vice versa) and controlling the same character or vehicle in-game.

Screenshot showing the 'Use Second Controller for Assistance' screen on PS5. An onscreen slider is toggle on for 'Use Assist Controller'.

Using the PS5 console’s ‘Use Second Controller for Assistance feature’ (image above), the controller could also be paired to a second PlayStation 5 (4) Reassignable Jacks controller, again, either to split the controls for their own use, or to play cooperatively alongside a second player.

The controller is shown alongside an Access controller and eight Logitech G switches.

Combined with an Access controller: If more switch ports were needed, but not an additional gamepad, then it could alternatively be used alongside an Access controller to add four additional switch ports (illustrative example set-up in image above). The Access controller allows the use of one DualSense controller alongside it, by default (just sign in with the controllers on the same account). In addition, the Access controller supports some of the inputs the PlayStation 5 (4) Reassignable Jacks controller does not, such as mapping to PS Home and use of the Variable Triggers from the Logitech G Adaptive Gaming Kit for Access controller.

Players may benefit from the PlayStation 5 (4) Reassignable Jacks if they use a DualSense controller, but would benefit from accessing one to four of the inputs in an alternative way, by positioning some external accessibility switches to be used in an alternative position with the hands or another part of the body.

A player may also use it to share controls with another player and play cooperatively. For instance, they may use one to four switches themselves, whilst another player supplements these with the attached DualSense controller (or vice versa) and controlling the same character or vehicle in-game.

Using the PS5 console’s ‘Use Second Controller for Assistance feature’, the controller could also be paired to a second PlayStation 5 (4) Reassignable Jacks controller, again, either to split the controls for their own use, or to play cooperatively alongside a second player.

The controller is shown alongside two Access controllers and twelve Logitech G switches.

Combined with Two Access controllers: Pairing it to two Access controllers, would bring the total switch ports available up to twelve (illustrative example in image above). Again, pairing two Access controllers with one DualSense controller is done by signing in to all controllers with the same account when turning them on. If only additional gamepad inputs were needed (e.g. to split the gamepad controls between different parts of the body or two players) and not switch ports, then a standard DualSense could be paired instead.

The controller is shown alongside two Access controllers, two Evil Controllers Mini Joysticks and ten Logitech G switches.

Alternatively, the 3.5 mm ports on an Access controller may also be used for compatible joysticks, which would reduce the amount of accessibility switches you can use in the ports on an access controller (illustrative example using two Evil Controllers’ Mini Thumbsticks in image above).

Alternative Options: Another current method of increasing the number of switch ports is the 19-switch DualSwitch interface from OneSwitch. As the name suggests, this allows for many more additional switches, if needed.

At SpecialEffect, we have also used an Xbox Adaptive Controller (XAC) via a Besavior and Titan Two device. The XAC includes 19 switch ports, two of which also double as inputs for compatible joysticks with 3.5 mm connections, and two USB joystick connections.

As an alternative method of using the XAC on PS5, you can also connect it via a PC using PS Remote Play. One method we have used, uses REWASD software and another uses a Titan Two device.

Summary

Players who do not need the additional benefits of the buttons and joysticks of the PS5 Access controller, may consider the PlayStation 5 (4) Reassignable Jacks controller as an alternative, ‘streamlined’ way to add switches to their set-up.

In addition, players looking to add additional switch ports to the eight ports available when pairing the maximum of two Access controllers available in a set-up on PS5, can increase this from eight to twelve using the PlayStation 5 (4) Reassignable Jacks controller, and utilising the PS5’s option of pairing two Access controllers alongside one (in this case modified) DualSense controller.

We hope that this post has been useful. For more ideas on accessing a PS5 console, please use our ‘PS5 Access‘ tag. 


Links (unaffiliated)

Evil Controllers’ PlayStation 5 (4) Reassignable Jacks: https://www.evilcontrollers.com/playstation-5-custom-4-reassignable-jack-controller 

Evil Controllers’ remapping instructions (equivalent product): https://www.evilcontrollers.com/media/magefan_blog/2021/09/Remap-Instructions_PS5-Buttons.pdf 

PlayStation 5’s ‘Use a Second Controller for Assistance’ instructions: https://www.playstation.com/en-gb/support/hardware/second-controller-assistance/

Sea of Thieves | Motor Accessibility Video

Show Transcript

In this video we’re going to look at some of the settings available in the menus of Sea of Thieves, which can be used to improve the motor accessibility for some players.

Sea of Thieves is a first-person adventure game where you can sail the seas and play as a pirate, either solo or part of a multiplayer crew.

It was first released on Xbox in 2018 by the developers, RARE. They have added additional accessibility settings in updates following the initial release.

These features can be found in the settings menu of the newly released PlayStation 5 version of the game.

They are also available in the current versions of the Xbox and Microsoft Windows version of the game.

We will be focussing on using a controller on PlayStation 5 – either the standard DualSense, the PlayStation 5 Access controller or an alternative controller.

However, the same settings can be found in the game on Xbox and Windows and the controls that we mention will use the equivalent controls on those platforms.

Keyboard and Mouse Menu

Playing on PlayStation 5, Xbox or Windows, you have the option of playing with a controller or mouse and keyboard.

You could also use both simultaneously.

The input prompts will change back and forth between controller and mouse and keyboard, depending on the last input used.

At the top of the Settings menu, is a list of the Keyboard and Mouse inputs, which are organised by the contextual inputs in the game.

Such as when in a rowboat or using a harpoon.

The different in-game actions can be remapped on mouse and keyboard by selecting the action and then selecting the input you’d like to use.

Controller Menu

Below the Keyboard & Mouse inputs in the Settings menu, are the Controller inputs.

You can view the default controls for each action in the game, which, again, are organised by context.

Here, you can also remap each action to another face button, D-Pad input, bumper or trigger.

However, you cannot map an action to a stick direction, Touchpad button, Touchpad swipe, Options or Share.

This enables you to use inputs that are easier to access more often and those that are more difficult, less often.

As the actions are remappable by context, you can use the same input for different actions within different contexts.

However, this is only if the actions are mutually exclusive and you can never use those actions at the same time.

Being able to remap them by context means that, potentially, you could reduce the overall number of buttons required.

This can be done by remapping a smaller number of inputs to control more actions within different contexts of the game.

For example, if pressing the Left and Right Trigger repeatedly when rowing is difficult, it could be remapped to two other buttons that are not used within this context or any other similar context.

So, here, we’ve remapped the Cross and Square button to act as the left and right oar when rowing.

Now, we no longer need to use the triggers to row.

You could also remove the use of the Right Trigger entirely, by changing the other actions mapped to this.

For instance, when using a Harpoon or for Primary Use of items in your inventory.

In these cases, remapping to the Right Stick Click would not affect other actions.

Auto Move

There is an unmapped optional action when using a controller for ‘Auto Move’.

The action can be mapped to an available button or trigger input on the controller.

When the input is used, you will move forwards. This is until the input is pressed again or the ‘move backwards’ input is momentarily used.

This removes the need to hold an input for the duration of walking, such as holding the Left Stick Up by default.

For instance, here, we have mapped the input to Up on the D-pad, so you shall continue walking until we press Up on the D-pad again.

If you wanted to use an accessibility switch for the input you’ve chosen, remap one of the 3.5mm ports on the Access controller, to the input you’ve chosen in the game.

For example, remapping Up on the D-pad using an accessibility switch to plug that in as D-Pad up for Auto Move in the game.

Radial Menus

There is also an unbound action that can be used to navigate the Radial menu using a single input by cycling through either clockwise or anti-clockwise.

This can be used instead of the default stick input.

So, for example, if we mapped Clockwise to D-pad Up in the Radial menu, D-pad Up would navigate through the options, rather than using the default Stick option.

Input Menu

In the input menu, you can find options to invert the X and Y axes, on both the controller and the mouse.

You can also adjust the mouse sensitivity and controller sensitivity.

The sensitivity options are divided by context, which means that you can change the sensitivity options depending on whether you are using a Blunderbuss or a Flintlock weapon.

In this menu, you can also adjust the response curve and the deadzones when using a joystick on a controller.

Below these are some more stick options under the ‘Sticks’ sub-category.

Stick Bindings

The ‘Stick Bindings’ option is ‘Off’ by default which means that the Left Stick moves the character and Right Stick is used to look and aim.

There is a setting to ‘Swap Sticks’, which means that the Right Stick will be used to move the character and the Left Stick will then be used to look and aim.

You can also choose to use just one stick, rather than two. This will combine both movement and turning to one joystick.

For example, with this setting set to ‘Use Left Stick Only’, moving the Left Stick Up and Down will move the character forwards and backwards.

However, pushing Left or Right will turn the character rather than strafe.

However, you can also choose to ‘Use Right Stick Only’ if you wish to use the Right Stick instead.

As an example, you could use the single stick on the PlayStation 5 Access controller and have that remapped for both movement and looking.

Two Access controllers can be paired to give you an extra joystick and additional buttons.

You can also connect compatible joysticks and switches into the switch ports on the Access controller.

A DualSense can be paired alongside an Access controller to enable two people or the same person to use both controllers at the same time, as both player one.

Single Stick Camera Mode

When in use, the ‘Single Stick Camera Mode’ option means that when the assigned input is used, you can freely look up, down, left and right, using the single stick.

This is useful when you need to look or aim beyond your usual field of view. The default input for this is usually the Left Trigger.

This setting is ‘Hold’ by default. So, here, we are using the ‘Use Left Stick Only’ stick binding to move forward, backwards, left and right.

However, when I hold the Left Trigger, I am able to use that same stick to look in all directions.

When I have a weapon in my hands, I’ll be able to aim freely in all directions, too.

When using the single stick mode, the character will stop moving when free-looking and aiming.

You can also choose to ‘Toggle’ this input rather than ‘Hold’

In this case, you’d press the Left Trigger once to enter ‘Single Stick Camera Mode’ and then press the left trigger again to exit.

Enable Aim Assist

‘Enable Aim Assist’ is ‘On’ by default which makes it easier to hit targets when using a controller.

You can turn off or alter the strength of the different aspects of Aim Assist.

Or, you can turn off Aim Assist entirely.

Gameplay Menu

Reduce Hold to Interact

By default, certain actions, such as lowering the anchor, repairing the hull, or loading a cannon, require the player to press an input for a duration until the action is complete.

This duration can last between half a second and three seconds, which for some players, might be difficult to sustain.

Turning the ‘Reduce Hold to Interact’ setting ‘On’ allows players to complete these actions with only an initial press of the input.

So, using this setting here to load a cannon, we briefly press the Triangle input once, and do not need to hold the input whilst the animation completes.

Again, here we are repairing the hull by holding a plank in front of the hole and then pressing Right Trigger to start repairing it.

We then wait for the action to complete before moving on to fix the next one.

Reduce Hold to Use Item

Some actions require a long continuous hold for various amounts of time, depending on the context.

When turned ‘On’, the ‘Reduce Hold to Use Item’ setting enables players to toggle through item actions with a press, rather than a hold.

To stop the action, the player will press the input again.

For example, this applies to aiming a weapon, playing an instrument or raising a lantern.

Here, we press the Right Trigger input once to raise the telescope to our eye and, when we are done, we press the Right Trigger input again to lower.

Auto Centre Camera

The ‘Auto Centre Camera’ option automatically returns the camera to the horizon after a specified delay.

This reduces the amount that the player needs to manually move the camera with their assigned input.

This can reduce the use of a second stick or how much input is required when using a single stick option.

When ‘On’, it will auto centre the camera to the horizon after an adjustable set of time.

By default, this is 3.0 seconds.

You can change this with the ‘Auto Centre Delay’ slider.

Using the ‘Auto Centre Speed’ option, you can adjust the speed at which the camera auto centres.

Automatically Float in Water

Under the ‘Miscellaneous’ sub-category, you can turn on the setting to ‘Automatically float in water’. This complements the single stick option.

Using this means that when you are in the water, you automatically float on the surface.

This means that you will not need to use look up or down actions to enable you to swim back to the surface.

However, when using this option, you will not be able to swim under the surface of the water.

HUD Menu Toggle Radial Menus

With the ‘Toggle Radial Menus’ option ‘On’, players are able to press the Left Bumper to open the Radial Menu, rather than the default setting which is holding the input throughout the duration of the player choosing and selecting the item.

Pressing the input once more after highlighting it, will confirm the selection and close the menu.

Sticky Radial Items

The ‘Sticky Radial Items’ option is ‘On’ by default.

This allows players to choose an item in the Radial Menu by pointing the stick in a certain direction.

They can release it before selecting an item, rather than holding it in that direction until they release the Left Bumper input.

If you select to turn this option ‘Off’, you will need to hold the stick in the direction of the item until you use Left Bumper to confirm the selection.

Fixed Position for Interact Prompts

This means you do not need to look directly at the interactable item to see what prompts are required for it.

These prompts appear onscreen to tell the player what inputs are required to interact with certain objects.

For example, loading a cannon or raising the anchor.

The button prompt for the interaction will appear in a central viewpoint, when the player is within reach of using the item.

To try out any of the settings we have shown, you can use any of the game modes.

It may be that setting sail in ‘Safer Seas’ gives you more time and freedom to try these settings.

This is because there are no players, outside the players invited on your own ship.

I hope this video has been useful in introducing some of the options and settings in Sea of Thieves, which may improve motor accessibility for some players.

For more information on features like these in other games, or alternative controllers, please see SpecialEffect’s GameAccess site.

For game developers interested in more examples of how developers have improved the motor accessibility of their games, [the] SpecialEffect DevKit is our free developer resource.

Over seven main topics, the DevKit covers many of the motor accessibility features we look for when looking at how accessible a game may be for some players.

For instance, the ‘Reduce Hold to Interact’ option in Sea of Thieves can be found in module 3.4, which is under the Input Interactions topic, alongside other examples of how developers have overcome the need for ‘Set Duration Holds ‘in games.

The ‘Auto Centre Camera’ option in Sea of Thieves can be found in module 7.4 under the Simplification topic of the DevKit, alongside other examples of how developers have used ‘Automatic Analog Actions’ to improve the accessibility of their games.

To explore the SpecialEffect DevKit yourself, please visit specialeffectdevkit.info

In this video SpecialEffect OT, Nomi, takes a look at the settings found within each menu in Sea of Thieves [PEGI 12], that could be used to improve the motor accessibility of the game for some players.

Sea of Thieves is a first-person adventure game in which players sail the seas as pirates, playing either solo or as part of a multiplayer crew. It was first released on Xbox in 2018 and the developers, RARE, have added additional accessibility features in updates to the game following its initial release.

These features can be found in the settings menus in the newly released PlayStation 5 version of the game, as well as the current versions of the game on Xbox One, Xbox Series consoles and Microsoft Windows.

In the video, we focus on playing using a game controller on PlayStation 5, whether using a standard DualSense controller, a PlayStation 5 Access controller or an alternative controller. However, the same settings can be found in the same menus on the other platforms it is available on, and the controls we mention will be the equivalent inputs on the controllers used on these platforms, too.

Timestamps:

0:00 | Introduction

0:59 | Keyboard and Mouse Menu

1:43 | Controller Menu
             Auto Move (3:27)
             Radial Menus (4:29)

4:57 | Input Menu
             Sensitivity, Deadzones etc (5:00)
             Stick Bindings incl. Left/Right Stick Only Options (5:37)
             Single Stick Camera Mode (6:55)
             Enable Aim Assist (7:58)

8:18 | Gameplay Menu
             Reduce Hold to Interact (8:20)
             Auto Centre Camera (9:48)
             Automatically Float in Water (10:51)

11:16 | HUD Menu
              Toggle Radial Menus (11:19)
              Sticky Radial Items (11:43)
              Fixed Position for Interact Prompts (12:20)

12:48 | Safer Seas

13:06 | Outro

13:23 | SpecialEffect DevKit (Game Developer Resource)

The information in this video is correct to the best of our knowledge at the time of publishing (April 2024).


Developer Resource:

SpecialEffect DevKit logo

For more video examples of how developers have improved the motor accessibility of their games, please visit https://specialeffectdevkit.info/

Over seven main topics, the DevKit covers many of the motor accessibility options we look for when assessing how accessible a game might be to some players. 

For instance, the ‘Reduce Hold to Interact’ option in Sea of Thieves can be found in module 3.4, which is under the Input Interactions topic, alongside other examples of how developers have overcome the need for ‘Set Duration Holds’ in games. 

The ‘Auto Centre Camera’ option in Sea of Thieves can be found in module 7.4 under the Simplification topic of the DevKit, alongside other example of how developers have used ‘Automatic Analog Actions’ to improve the accessibility of their games. 

To explore the SpecialEffect DevKit yourself, please visit specialeffectdevkit.info 


Video by Tom Williams

Music credits: Skygaze: Healthy Noise, Dougy: Trail Off, Shuhandz: Deliverance and Lalinea: Harpstrings and Chill Gymnopédie No.1

19-Switch DualSense Interface | PS5

a photo showing the 19-switch DualSense interface, which is a box with 3.5mm switch ports on it connected to a DualSense controller by a cable.

The 19-switch DualSense interface from OneSwitch enables you to use accessibility switches alongside the included DualSense controller to play on a PlayStation 5 (PS5) console. In this post we will look at its features and some of the instances it may be used.

The 19-switch DualSense interface is a modified DualSense controller, that has an external box connected to it by a cable and has switch ports (3.5 mm) for the inputs on a PS5 controller. It has switch ports for the following controller inputs: D-pad, Cross, Circle, Square, Triangle, L1, L2, L3, R1, R2, R3, Left Stick Up, Create, Touchpad button and Options. 

What is a ‘switch’?

An accessibility switch is a piece of hardware that can be used to as an alternative input for a game controller button or keyboard key, for example, depending on the interface it is used with.

They are often connected to a compatible interface via a connected cable, that is pushed into a socket (port) on the interface to connect it. They are available in different shapes and sizes, requiring different types of activation and/or different amounts of force to activate them.

They can often be positioned where it is most accessible and comfortable for a user to activate them, such as by a finger or hand, or by the head or foot. Examples of a few different switches from the Logitech G Adaptive kit for Access controller can be seen in the image below:

Close up photo of some different switches from the Logitech G adaptive Kit for Access controller.

At SpecialEffect we use accessibility switches in almost all of the controller set-ups we create with the people we work with. We use them as inputs for button, trigger and/or stick directions. We sometimes just add one or two, but often use multiple switches in our controller set-ups, sometimes needing to use a switch for almost every button and trigger input on a controller.

Close up photo showing the switch ports on top of the interface with some of them with a switch connected.

Ways to use the 19-Switch DualSense interface

If a player is able to use some of the inputs on it, the connected DualSense controller can also still be used alongside any connected switches, as all of its inputs remain functional. For instance, a player may use the left side of the connected DualSense controller with their hand, but use switches to control the inputs that are found on the right side of the controller. This could also allow a second player to share the controls to play cooperatively – with one player using the DualSense alongside another player using switches.

Photo showing the 19-switch DualSense interface with switches and a hook and loop board from the Logitech G Adaptive Kit being used alongside it.

It could be paired with an additional DualSense controller using the PlayStation 5 console’s ‘Use Assist Controller‘ option, if a player wanted to split the control inputs across the two controllers to use them with different parts of their body, or share the controls with another player and play cooperatively with one DualSense controller each. 

It could also be paired with one or two of Sony’s Access controllers to supplement the available control inputs and switch ports available on those. Such as when a player needs more switches than are available on them. The Access controller itself includes four 3.5 mm ports alongside the included customisable buttons and an analog stick, with a total of eight switch ports if you pair two Access controllers together.

Photo showing the 19-switch DualSense interface with a Sony Access controller alongside it and 8 switches connected to both (2 into the access controller and 6 into the 19-switch DualSense interface. Two external Celtic Magic joysticks are also connected to the Access controller. The joysticks and switches are placed on two Logitech G hook and loop boards.

For instance, if a player uses two external compatible joysticks with an Access controller, they will have two ports left for switches, or six if they use two paired Access controllers. For some players this will be enough switches to use alongside the included button inputs on the Access controller, or a paired DualSense, but some players may need more than this to play the games they want to play.

Comparing the 3.5mm ports with those on the Access controller

The Access controller’s 3.5mm ports also allow players to connect compatible external analog sticks, which the 19-switch DualSense interface does not. The same types of switches can be used with both, excluding the Logitech G Variable Triggers that come in their Adaptive Gaming Kit, these will not work with the 19-switch DualSense interface.

Amongst the 19 ports, the 19-switch DualSense interface includes a switch input for Left Stick Up, allowing players to use an accessibility switch for forwards movement in-game. This can be useful if using two joysticks is difficult or impossible for someone. With this method you use one stick to look/aim/turn, whilst moving forwards, using a switch instead of a second stick. This ‘walk forwards’ option is not available with the Access controller, unless using an additional interface, such as the OneSwitch Walk Box peripheral. 

The 19-switch DualSense interface is shown in focus amongst cables from switches connected to it and an Access controller which is out of focus in the foreground.

Summary

The OneSwitch 19-switch DualSense interface is a way to supplement the features of the Access controller, when there are not enough 3.5 mm ports on an Access controller (four ports), or two paired Access controllers (8 ports) for a particular player.

It can also be used as a ‘standalone’ set-up alongside accessibility switches, when a player may not benefit from the buttons or joysticks on an Access controller, but requires more than eight controller inputs to be accessed using switches and is able to use some of the inputs on a DualSense controller alongside these. If eight or fewer switches are required, they may consider pairing one or two Access controllers with a standard DualSense controller. 

The 19-switch DualSense interface can also be paired with another DualSense controller using the PlayStation 5 console’s ‘Use Assist Controller’ option. This can allow a player to split and use different inputs on the controller with different parts of their body, or play alongside a second player to control one player in-game.

For more information on accessing a PS5 console using alternative controllers, please use the ‘PS5 Access‘ tag on the GameAccess site. For more information on using switches to access games, please use the ‘Switches‘ sub-category under the ‘Equipment’ category.


Equipment shown in this post:

19-switch DualSense interface: https://www.oneswitch.org.uk/art.php?id=367 

Logitech G Adaptive Kit for Access controller: https://gameaccess.info/logitech-g-adaptive-gaming-kit-for-access-controller/

Celtic Magic J3 Light Force Joystick: https://gameaccess.info/low-force-joysticks-and-switches/

Access controller: https://gameaccess.info/playstation-5-access-controller-video-an-introductory-look/ 

How to set up an assist controller on PS5: https://www.playstation.com/en-gb/support/hardware/second-controller-assistance/ 

Logitech G Adaptive Gaming Kit for Access Controller

Photo showing the box for the Logitech G Adaptive Gaming Kit for Access Controller next to an Access controller.

The Logitech G Adaptive Gaming Kit for Access Controller (shown above, right) has now been released in the UK. The kit is a peripheral for the PS5’s Access controller (shown above, left) – a customisable controller that includes an integrated analog stick and 10 buttons. It also includes four 3.5 mm ports that allow you to connect accessibility switches or compatible analog sticks, allowing players to position inputs where they are most accessible for them. The Logitech Gaming Kit includes a range of compatible buttons and triggers that can be used as accessibility switches and connected via these ports.

The kit follows Logitech G’s original Adaptive Gaming Kit, that was launched in 2019 as a peripheral for the Xbox Adaptive Controller. The difference between the two kits is the number of included buttons and boards, along with the console-specific variation of the included stickers.

Photo showing a close up of the 3.5mm ports with four connected switches.
Photo showing anAccess controller with one of each of the four Logitech G switches on the Logitech G board. the switches are connected to the Access controller and have stickers on them for Square, Triangle, L2 and R2.

The kit includes eight buttons and triggers in total, a rigid hook and loop board, stickers to label the switches, hook stickers for the rear of the switches to connect them to the board (or other receptive surfaces) and some hook and loop cable ties. 

Photo showing everything in the kit out of the box, including 8 switches, a sheet of hook stickers for the switches, a sheet of cable ties, two sheets of button label stickers and one board.

There are x2 ‘light touch buttons’ (actuation force: 59 g), x2 ‘small buttons’ (actuation force: 56 g), x2 ‘large buttons’ (actuation force: 101 g) and x2 ‘variable triggers’ (actuation force: 104 g).

The variable triggers allow you to apply a variable level of input for in-game actions such as Gas in a driving game. You can use one of the other Logitech G buttons for trigger inputs with the Access controller. However, as these are digital, they will be on/off, not variable, so will hold the trigger input down fully when pressed.

Photo showing a close up of the adaptive trigger switch attached to a Logitech G board with other switches blurred in the background.

The chosen switches, once connected to the Access controller, are mapped to the input you would like using the PlayStation 5’s Access controller ‘Profile Library’ software. You can map button or trigger inputs, such as Cross, R3, L2 etc. to one of the 3.5 mm inputs, labelled as E1, E2, E3 and E4, but not for analog stick directions (e.g. Up on Left Stick) or a directional swipe on the touchpad.

Photo close up of the profile creation screen showing the E1 mapped to R2, E2 mapped to Triangle, E3 mapped to L2 and E4 mapped to Square.

For more information on creating a profile for the Access controller, please see our recent video: https://gameaccess.info/playstation-5-access-controller-video-an-introductory-look/ 

An additional four 3.5 mm switch or compatible analog stick inputs can be added by purchasing and pairing another Access controller to be used alongside your primary Access controller. You can also pair a DualSense controller alongside one or two Access controllers if you are able to use some of the input on that alongside an Access controller, or want to play alongside another player cooperatively in-game.

If more 3.5 mm switch ports for digital buttons are needed, you could also purchase and use a switch-modified DualSense, such as those modified by Evil Controllers or OneSwitch, and pair it with one or two Access controllers.

Alternative 3.5 mm accessibility switches are also available, which are also compatible with the Access controller, such as those that are lighter to activate. For more information on these and information on using switches for playing video games more widely, please use the ‘Switches‘ category on the site. 

Finally, for more details on the Logitech G Adaptive Gaming Kit for Access Controller, please visit their store page.

Jusant | Gameplay Accessibility Options

Screenhot of the Jusant accessibility Menu's Gameplay section, showing 5 of the 6 Options onscreen.

Jusant [PEGI 3] is an ‘action-puzzle climbing game and a meditative journey to the top of a tall tower’.  The developer, Don’t Nod, states, ‘Challenge yourself at your own pace, explore different paths, and unravel the secrets from a bygone civilization.’ It is available on Xbox Series S/X, PS5 and PC.

The game includes a range of accessibility options added in a post-launch accessibility update patch at the end of November 2023. The additional options include those found in the Gameplay section of the Accessibility menu. Changing these settings may enable players to: 

  • reduce the number of control inputs required
  • reduce the frequency of the use of certain control inputs
  • reduce the amount of ‘holds’ of certain control inputs
  • reduce the number of inputs used simultaneously

In this post, we will go through these options and their settings and explain how they will affect the control inputs required in gameplay.

We will focus on using a controller in this post, but keyboard and mouse controls are also supported by the game, for players on Windows PC.  

As an introduction before we go into a little more detail on each setting, below is a side-by-side video comparison demonstrating the controls when some of these options, assists and modes are in use, compared with when not:

In the video above, the Button and Trigger inputs will show up as white on the controller overlay when in use and the Left Stick will move when in use.

The video shows how the Trigger inputs are repeatedly used whilst climbing with default settings compared with when using the ‘Simplified’ Climbing Mode. It also shows how the Right Trigger is used to grab when you jump to a ‘hold’ in default settings compared with when using the Jump Assistance, where this is not required. Finally, it shows how the Bumper inputs are used for Rappelling when using the default settings compared with when using the ‘Alternate’ Rappel Mode. Please read on for more detail on each of these settings.

Gameplay Accessibility Settings

You can locate these settings in Main Menu or Pause Menu > Settings > Accessibility and you will find them in the first section under ‘Gameplay’.

Climbing Mode 

In ‘Default’ mode, you use the Left Stick to move your free hand and search for a hold. Left Trigger is held to grip a hold with your left hand and Right Trigger to grip one with your right. You release these inputs to release the grip. As you ascend you constantly alternate between holding the Left and Right Trigger along with using Left Stick to reach. If you let go of both Triggers, you will fall. In ‘Default’ mode, you will also need to hold the input (B button on Xbox and Circle on PlayStation) to release your rope from a fixing point for approximately 0.8 seconds.

Choosing ‘Simplifiedremoves the need to use the Left and Right Triggers to grip a hold with your left and right hands. You just need to use Left Stick for movement direction and one initial press of the Right Trigger to reach up and grip to start your ascent or one press on the Left Trigger to release your grip (e.g. if you want to drop down onto a surface). Using ‘Simplified’ climbing mode also means that you do not need to hold down the carabiner inputs e.g. to detach your rope from a fixing point or to wind in your rope. Choosing ‘Simplified’ also changes your Rest input for regaining stamina to D-pad Down (from Left Stick Click). See Stamina Mode option below for turning this off. 

Screenshot showing the main character climbing the stem of a giant vine-like plant against a backdrop of rock face and mountain peaks down below.

Jump Assistance

This assist is only activated when Climbing Mode is set to ‘Simplified’. NB – the Jump Assistance will say ‘Yes’ when in ‘Default’ climbing mode, but it is greyed out and will not actually be active. When inactive (greyed out) or set to ‘Off’, you will need to grab using the Left or Right Trigger when you jump and reach a ‘hold’ or ledge. 

When the assist is set to ‘Yes‘, you will automatically grab a ledge or hold when jumping to it. 

Invert Hold and Release

This option is again only available if using ‘Simplified’ climbing mode and will be greyed out if in ‘Default’ climbing mode. ‘No‘ by default means that the Right Trigger is used to grab a hold to start climbing and the Left Trigger is used to release.

When set to ‘Yes‘, you use the Left Trigger to grab a hold, and use Right Trigger to release to drop down instead.

Rappel Mode

Using the ‘Default‘ setting, you need to hold Left Bumper down to descend down the rope when hanging and Right Bumper to ascend it.

When using the ‘Alternate‘ setting, you can hold the Left Stick Down to descend and Left Stick Up to ascend. You can also tap the Right Bumper once to toggle ascend (you will continue ascending until you tap Right Bumper again). To enter and exit Rappel Mode when using the ‘Alternate’ option, you tap the Left Bumper once to toggle between the modes. This allows you to exit the mode to swing back and forth on your rope instead (again using the Left Stick).

Screenshot showing the main character rappelling down a rock face past a giant vine-like plant. The onscreen prompts show a Left Stick Up and Down  prompt for 'Go Down and Go up'.

Stamina Mode

By default this is set to ‘Yes‘ which is means it is on and you can therefore run out of stamina climbing (particularly in the sun) when jumping. You then need to press Left Stick Click to regain your stamina before continuing. If you set this to ‘No’, you have infinite stamina and do not need to press Left Stick Click to regain it.

Interaction Mode

This is set to ‘Default‘ as standard, which means that you need to briefly hold down a combination of inputs at the same time to interact with altars and handles. You hold the Left and Right Trigger down together briefly, whilst moving the Left Stick towards the left or right, depending on the the onscreen prompt. 

When changed to ‘Simplified‘, you only need to press the Left and Right Trigger inputs down together momentarily, instead. You do not also need to move the Left Stick. 

Screenshot showing the main character in front of a handle mechanism with onscreen prompts showing LT and RT for an Xbox controller.

The video below demonstrates examples of some of the options described above, that are found in the Gameplay Accessibility menu. It shows the controls in use when using the default options and when using the accessibility options:

In the video above, the Button and Trigger inputs will show up as white on the controller overlay when in use and the Left Stick will move when in use.

Additional Options

Below are some additional options found in the game, that may also improve the motor accessibility of the game for players:

Auto-follow Camera

Under the Camera section of the Accessibility Menu (Settings>Accessibility>Camera), is the ‘Auto-follow Camera’ option. It is already set to ‘Yes‘ as standard, so the camera will automatically position itself behind your character more often, by default. It does not stick directly behind you, so you will still often need to use the Right Stick to position the camera  manually when turning and also to look around and plan climbing routes, but you do not have to do this simultaneously whilst using the Left Stick.

If you choose ‘No‘, you will have full manual control of the camera position, instead. 

Camera Controls

In the Controls menu (Main Menu>Settings>Controls>Camera) the horizontal and vertical axes’ sensitivity can be adjusted for the camera (Right Stick input). You can also invert both the horizontal and vertical axes independently of each other, here, for Right Stick input. 

Above these options is the ‘mouse-led’ sensitivity setting if playing with keyboard and mouse (Main Menu>Settings>Controls>Mouse-led Camera).

Movement Controls

Also in the Controls menu (Menu>Settings>Controls>Movement), you can alter the sensitivity of the horizontal and vertical axes for Movement (Left Stick input). As with camera controls, you can also invert both the horizontal and vertical axes independently of each other, here, for Left Stick input. 

Keyboard/Mouse and Controller Layouts

At the bottom of the movement controls section, you can also invert the rappel controls and alter the controller vibration incrementally and turn it off. Below that is the keyboard and mouse input configuration menu and also the controller input layout graphic. 

You can reconfigure the inputs if using a keyboard and mouse and you also have the option to stack them using up to two different inputs for the same action if it is useful to alternate them, depending on the context in-game. 

The controller inputs cannot be remapped. If you need to do remap them, you can do it at system level on Xbox Series and PS5 consoles, but this will not alter the in-game input prompts onscreen. The default controller inputs are shown in the first image below. The layout will be altered slightly based on the accessibility options chosen (see second image):

Screenshot of the controller input layout of an Xbox controller.
Default controller input layout

Controller input layout with Gameplay Accessibility options in use 

We hope that this post has been useful. For more information of the accessibility features found in other titles, please use the ‘Games‘ category of the site.


Developer Resource:

SpecialEffect DevKit logo

For more video examples of how developers have improved the motor accessibility of their games, please visit https://specialeffectdevkit.info/

Examples of how other games have approached creating solutions to those found in the Gameplay Accessibility options in Jusant, can be found in the following modules of the SpecialEffect DevKit:

1. Climbing Mode > ‘Simplified’:

    • Using the ‘Simplified’ setting for the Climbing Mode option removes the need to hold down an input for a set duration to detach or wind up your rope. More examples of games that ‘let players modify interactions that require holding an input for a specific amount of time’, can be found in the following DevKit module: 3.4    Set Duration Holds

    • Using this setting also removes the need for continuous and repeated holds of the Triggers when climbing. Other games that ‘provide alternative options for actions that require an input to be continuously held’, are shown in: 3.3    Continuous Holds

    • The setting also reduces the number of inputs required when climbing from Left Trigger, Right Trigger and Left Stick, to just Left Stick. Other games that ‘offer players alternative ways to perform actions’, can be found in: 7.2    Alternative Actions

2. Jump Assistance > ‘Yes’:

    • When ‘Yes’ is applied for the Jump Assistance option, this removes the need to time the press a grab input when jumping to a hold point. Other games that ‘let players reduce or remove the need for quick or precisely timed movements’, can be viewed in: 6.4    Timing Elements

    • Selecting ‘Yes’ also removes the need to use an input to grab in the context of jumping. ‘Examples of how developers have been able to ‘allow players to automate certain digital actions’, can be found in the game examples used in: 7.3    Automatic Digital Actions

3. Rappel Mode > ‘Alternate’:

    • Choosing ‘Alternate’ for the Rappel Mode option also removes the need to hold a button (Bumper) input down, instead using the Up and Down directions which is already used by the player in other contexts during the game. Other titles that ‘provide alternative options for actions that require an input to be continuously held’, can be found in: 3.3    Continuous Holds

    • The ‘Alternate’ option also removes the need for use of the Bumper inputs to climb and descend the rope by offering alternative actions when rappelling to just the Left Stick, which is already used by the player in other contexts during the game. Other games in which developers have been able to ‘offer players alternative ways to perform actions’, are shown in: 7.2    Alternative Actions

Xbox Adaptive Controller Joysticks | Video

Show Transcript

In this video, we are going to look at the different analog sticks that we use here at SpecialEffect, with the Xbox Adaptive Controller.

The Xbox Adaptive Controller, which we call the XAC, is a controller interface. It allows you to create a customised controller by adding appropriate analog sticks and accessibility switches.

Analog sticks can be connected via the USB ports or via the 3.5mm jacks, whilst accessibility switches can only be connected via the 3.5mm jacks.

By default, plugging into the left USB, the stick will act as Left Stick in-game. Alternatively, plugging it into the right USB, the stick will act as Right Stick in-game. If using the 3.5mm jacks, plugging it into the X1 socket will make the stick act as Left Stick in-game, and plugging it into the X2 socket, the stick will act as Right Stick in-game.

In the following sections, we will look at standard-force analog sticks, low-force analog sticks and large analog sticks, as well as different ways of mounting these.

If using the thumbsticks on a standard controller is preferable, you can pair your controller to the Xbox Adaptive Controller using Microsoft’s Copilot feature.

Other compatible analog sticks are available, but we will just be focusing on the ones that we use here at SpecialEffect.

Standard-Force Analog Sticks

‘Standard-force analog sticks’ are what we label analog sticks that have a standard resistance level to the thumbsticks on a standard controller.

These types of analog sticks are available in their own housing to use with the XAC. On a standard controller they are in a fixed position. However, when they are in their own separate housing they can be mounted and positioned somewhere else where the individual can more easily use them, such as by the chin, by the foot or in a custom position by the hand.

The ‘XAC Mini Stick’ is made by a company called OneSwitch, which is based in the UK. These joysticks come with a USB connection as standard. However, they can also be made with a 3.5mm jack connection. When using the USB connection, they plug into either the left or the right USB on the XAC, depending on which joystick you want them to act as.

The housing for this joystick comes in a 6.5cm square box. This can be useful for positioning switches on. This model is also available as a low-force version which we will talk about later in this video.

There are currently 3 varieties of the ‘Celtic Magic Mini Joysticks’. These are J1, J2 and J3.

The different versions will have different bases and mounting options. They are all compatible with the XAC using a 3.5mm jack that plugs into X1 or X2 along the back of the XAC. At SpecialEffect we use the J2 and J3 versions of these joysticks.

The J3 ‘Compact Version’ has a slightly smaller base than the J2, and it is also slightly tilted forwards. Some users might find this angled position easier to access. The J3 also has the option to add a camera mount to it.

The J2 ‘Desktop version’ has a larger base than the J3, so it may feel sturdier when mounted on a flat surface. This analog stick is also completely flat which some users may prefer.

There are low-force versions of these analog sticks available which we will talk about later in this video.

This ‘Mini XAC Thumbstick’ is from Evil Controllers who are based in the US. This analog stick comes with a 3.5mm jack which plugs into either X1 or X2 on the XAC, depending on what you want your joystick to act as.

This analog stick either comes with a flat base, which can be mounted on a flat surface, or with a curved base, which can be attached to the arm of a controller, which some people find useful for single-handed play.

We also use standard Xbox controllers with players who can use the thumbsticks in their standard position on the controller. We sometimes mount the controller to use with a different part of the body, such as by the person’s hand, feet or chin. We will often connect these standard controllers to the XAC using Xbox’s Copilot feature. This enables the individual to potentially use external switches or analog sticks alongside the standard controller. More information on the Copilot feature will be shown at the end of this video.

Low-Force Analog Sticks

Sometimes a person may find that they need game control inputs that require less force to use. There are a variety of analog sticks, compatible with the XAC, which require less force than those shown in the previous section.

OneSwitch also offer a low-force version of their XAC Mini Stick discussed in the previous section. It is available with a range of custom toppers to suit your needs.

The low-force version requires about half as much force as the standard version. Again, the housing can also be used for mounting switches.

These joysticks come with a USB connection to connect them to the XAC. A 3.5 mm jack version is available that can plug into either the X1 or the X2 ports of the XAC. However, this is not recommended by OneSwitch.

The Celtic Magic ‘Light-Force Mini Joysticks’ are a low-force version of the Celtic Magic joysticks we looked at earlier. This modification requires only a third of the force to activate it, compared to a standard-force option. Again, 3 versions of the base are available: the J1, the J2 and the J3. At SpecialEffect we tend to use the J2 and J3 versions.

They come with a 3.5mm jack which can be plugged into either the X1 or the X2 port on the XAC, depending on whether you want to use it for the Left Stick or the Right Stick. The ‘J2 Desktop Version’ comes with a larger base which may make it easier to mount in certain situations.

The J3 joystick has a smaller base and is angled towards the user, which some people may find easier to use with a hand or finger. The smaller housing can be useful when there is limited space, or when you are using multiple accessibility switches and a second joystick. The J3 also has the option to add a camera mount which adds 8 mm of height.

The Feather Hyper-Light-Force Joystick is from Celtic Magic. This is compatible with the XAC using the USB ports on either the left or the right side. You can adjust the sensitivity using the included magnets. It is the most sensitive analog joystick we use at SpeciaEffect. It comes with a variety of stands and different toppers. While mounting this joystick, you need to consider this taller profile. Because it’s so sensitive, we tend to mount it using a mounting arm, a tray, or a table to position it under your finger. Some people try to use their chin or their lips to control this joystick. However, because it’s so sensitive, it’s not always easy to get accurate control.

For those who can use a standard Xbox One controller but find the thumbsticks too difficult to move, OneSwitch have modified a controller to make the joysticks lighter. The controller can have the rumble packs removed, which makes the controller lighter to hold. Some of the buttons can be made lower force and the analog springs can be replaced with springs that require less force.

These replacement springs have about a third of the standard resistance. Thumbstick extensions can also be added to these controllers for more leverage. However, this will result in needing to move the joystick further to activate it.

Since the modified controllers still register as standard controllers, they can be used in Copilot Mode for Xbox and Microsoft options. Copilot Mode enables you to use two controllers together to control one player.

In Copilot Mode, an XAC can be used as the second controller. This facilitates additional external joystick or switch access. More information on setting up Copilot Mode will be shown at the end of this video.

The Glidepoint Joysticks from SevenMileMountain offer analog control, without resistance from a joystick spring. Instead, they are a glidepad style capacitive touch interface. You slide your finger over the surface to activate an input. For instance, if you move it to the right of centre you move to the right in the game. Move it left, and you will move left. The MK3b model enables you to hold down your finger and move in any direction, or tap in any direction, to move the character in-game.

Large Analog Sticks

There are a range of large analog joysticks that might be suitable for people with large gross movements and struggle to access the joysticks on a regular gamepad. This could be due to their small size and the amount of resistance needed to move them.

So the UltraStik is a large joystick that plugs into the left or right USB port on the XAC. As standard, it comes with a ball topper but can also come with a MERU topper as well. This model is from OneSwitch and it comes in a landscape orientation, but it can come in a portrait orientation, if requested. It has quite a short throw distance for its size, so some players may find they need more travel for the stick. This is to have more ranged control over their game. However, we often use it for football games, kart racing games and platformers.

So the Zik-Zak Large Joystick is similar to the UltraStik. This is in terms of its footprint size but it also comes in a lower profile format. It is also used in portrait orientation instead of landscape as standard.

The distance of the throw of the sticks is also quite different. You have a larger throw than an UltraStik. This means some players have more room for control over how much force they apply and consequently the control they have using it. It also comes in either a metal or a plastic casing. It comes with a range of toppers, such as a ball shape, an acorn shape, and an elongated topper. Golf ball and Meru T-bar toppers are also an option.

The Zik-Zak can be customised when ordering to reduce the force required to move it. This is to make it more than 8 times lighter to move it. A firmer spring can be requested. The Zik-Zak is also available in smaller housing, if you need to find a smaller space for it, called a Zik-Zak Mini.

The Pretorian Optima Joystick has a similar throw to the Zik-Zak than the UltraStik in terms of distance, but also has less resistance than the Zik-Zak. It is described as having a ‘light touch movement’. It comes with a variety of toppers, including a foam ball topper, an acorn topper, and a small T-bar topper, and the case it comes in is also angled.

To switch between the Xbox and Mouse modes you hold the top two buttons, which act as Left and Right Click, for 12 seconds.

Mounting

In this section we are going to have a look at the different ways that we mount analog sticks. Regardless of the type of analog stick that a person might be using, many of the people that we work with need them mounted in a very specific way to make sure that they can use it comfortably, safely and effectively.

For some people, this can involve securing their analog stick down onto a flat tray. This can be especially helpful for people who need the analog stick secured down onto a flat table, or a wheelchair tray. We tend to use trays with a loop Velcro surface, and then then secure the analog stick down by using hook Velcro on the base of the stick. Some people may benefit from using a non-slip material, such as Dycem, between the flat surface of the tray and the table that they wish to position the tray onto. This can be especially true for people who have strong or involuntary movements, which may mean that the analog stick or the tray may move unintentionally. The flat trays that we tend to use to mount analog sticks are either ‘Maxess trays’, or the small rigid trays that come with the Logitech Adaptive Gaming Kits.

If a person isn’t going to be sat at a table, or doesn’t use a wheelchair tray, then we may use a laptray. We use the Trabasack Curve Connect. This is a laptray with a loop Velcro-style surface. We would then put hook Velcro on the base of the analog stick to help hold it in place on the Trabasack.

If a person needs an analog stick in a very specific position to be able to play, we will often use a Manfrotto Variable Friction Arm. This can be a helpful method if someone needs their analog stick in a similar position to their powered wheelchair joystick, or if they are going to be using an analog stick by their chin. The arms provide flexibility in terms of analog stick positioning but they’re also strong enough to help keep them in place.

We use the Manfrotto Super Clamp to help hold the arm into position. We tend to use 3M ‘Dual Lock’ on the base of the analog stick, and also on a mounting plate which helps secure a firm connection.

For smaller analog sticks, we use these small, round mounting plates, which are called ‘Mounting Plate for Lib Switch’. For larger analog sticks, we would usually use large triangular mounting plates.

Copilot Feature

To connect two controllers to use the analog sticks from both devices to control one player, you can use Copilot. Copilot is a feature that allows you to combine the inputs of two compatible controllers. This is so that either two people can play alongside each other to play one player in-game, or so that one person can divide their control inputs between two separate controllers.

To use Copilot on your Xbox One or Xbox Series S or X console, go to ‘My games & apps’ on your Xbox Home screen. Navigate across to the Xbox Accessories app and open it.

Turn on the controllers you would like to Copilot by pressing the Xbox button on each controller. The connected controllers will then appear in the app.

To turn on Copilot, go to one of the controllers you have selected for Copilot, then navigate to the three dots icon below and select it.

From the options that appear, go to ‘Turn on Copilot’ and select it. Now the two controllers are connected, so you can leave the app and play a game. These controllers will remain co-piloted even when the console has been turned off and on again, until you turn Copilot off by returning to the app and navigating to your Copilot controller to turn it off.

Alternatively, Copilot can be turned off by holding down the Xbox button until a menu shows up that says ‘Turn off Copilot’. Navigate to this option and select it.

On Windows 10 and 11 on PC, you can download the Xbox Accessories app from the Microsoft store.

For more information on the Xbox Adaptive Controller and compatible devices, please visit GameAccess.info.

In this video, SpecialEffect OT’s Frankie, Nomi, Jacob and Joe are going to look at the different analog joysticks that we use at SpecialEffect, with the Xbox Adaptive Controller (XAC).

The XAC is a controller interface that lets you create a customised controller by adding appropriate joysticks and accessibility switches.

For more information on the Xbox Adaptive Controller and the devices that can be used with it, please use the XAC tag on the GameAccess site.

Timestamps:

0:00 | Introduction

1:19 | Standard-Force Analog Sticks

4:12 | Low-Force Analog Sticks

8:12 | Large Analog Sticks

10:14 | Mounting

12:28 | Copilot Feature 


Joystick Links (unaffiliated):

Standard-Force Analog Sticks:

(1:50)  XAC Mini Stick (OneSwitch): https://oneswitch.org.uk/page/xacministick

(2:23) Mini Joystick (Celtic Magic): https://www.celticmagic.org/xac-buying-options

(3:17) XAC Mini Thumbstick (Evil Controllers): https://www.evilcontrollers.com/mini-xac-thumbstick

(3:44)  Xbox Wireless Controller: https://www.xbox.com/en-GB/accessories/controllers/xbox-wireless-controller

Low-Force Analog Sticks:

(4:28) Light Spring XAC Mini Stick (One Switch): https://www.oneswitch.org.uk/art.php?id=270

(5:01)  Light Force Joysticks (Celtic Magic): https://www.celticmagic.org/xac-buying-options

(6:02)  Feather Joystick (Celtic Magic): https://www.celticmagic.org/feather

(6:51) Lightweight Xbox One/S/X Controller (OneSwitch) : https://www.oneswitch.org.uk/art.php?id=284

(7:43)  Glidepoint Joystick MK3b for XAC (SevenMileMountain) : https://www.etsy.com/uk/listing/1480919209/glidepoint-joystick-mk3b-for-xbox?click_key=a3589b781ca2572d4de77f61361af8401e0cef70%3A1480919209&click_sum=fdccb785&ref=shop_home_feat_2&sts=1

Large Analog Sticks:

(8:33) UltraStik (OneSwitch): https://oneswitch.org.uk/page/shop-ultra-stik

(8:59) Zik-Zak Large Joystick (OneSwitch) https://oneswitch.org.uk/page/zikzakstick

(9:41_ Zik-Zak Mini Joystick (OneSwitch): https://oneswitch.org.uk/page/zikzakmini

(9:53) Optima Joystick (Pretorian Technologies): https://www.pretorianuk.com/optima-joystick


Video by Tom Williams.