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107. Re: Ubisoft: Play Assassin's Creed 3 PC With A Controller Apr 2, 2012, 13:25 Jerykk
 
What you "need" and what is "best" are two different things.

That's the thing, though. Analog input is not ideal for all things. Sometimes you want absolute precision, something that binary input offers. Firing a gun, for example, should be binary. I shouldn't have to worry about how much I'm pushing the trigger. Flipping a switch should be binary. Jumping should be binary. Sprinting should be binary. Crouching should be binary. Being able to input a larger ranger of values is redundant in many cases and only serves to add a delay where none is needed or wanted.

That's nonsense. A keyboard is either 0 or 100 - there is no in-between; in order to be "precise" you have to hold down the key for a particular length of time, which can be hard to judge. Say you need to turn 35% to the right - with a keyboard you have to hold down the key for a fraction of time or repeatedly press it to get the desired result; with an analog controller you can simply hit anywhere from 25-45% and it will still end up more accurate than the keyboard. An analog controller is more precise for racing. But if you compare it to a mouse - say in games with driving like Borderlands - then the mouse is more accurate.

Again, you're not understanding what "precise" actually means. Analog control is ideal for racing games because it offers a wider range of input values, making it easier to reach your approximate desired value range. However, if you wanted to input an exact value, it would be difficult because analog sticks are inherently imprecise. Conversely, while binary input only offers two values, you will always hit these values with zero margin of error. Hence, precision. Racing games do not need precise input, they need input that accepts a wide range of values.
 
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