This post is mainly informational: If you are interested in potentially purchasing a Keyboard & Mouse solution for the Xbox 360 keep reading (see: Current State of the Project for information on adding your name to the "order demand" list).
Many of your have heard of products like the SmartJoy FRAG for the Xbox and the XFPS 3.0 Sniper Plus for the Xbox 360. The nuts and bolts on those products is they aren't very good because they don't offer enough settings to adapt to the variety of game settings used to make FPS games "feel" right with a gamepad and often introduce a bit of lag. Some of the more notable adjustments made are auto-aim, adhesion and magnatism, deadzone and deadzone shape, look acceleration, non-1:1 X/Y ratios, and so forth. Between the lag and no good way to adjust for the huge variety of FPS input designs these products were only for those who absolutely could not suffer a gamepad.
This began to change about a year ago. A group of guys piggybacked off the XFPS product with a secondard product called a "XIM," short for "Xbox Input Manager." Long story short: The XIM was a small chip that connected to the XFPS (+ 360 controller) as well to a PC where the XIM software offered more robust settings. A neat little device, but it had a large number of limitations as it worked through the XFPS product (hence lag and some other limitations). In recent months the XIM guys have released a new product (in a very, very small production run that is completely sold out--read more below though on this) called the XIM2.
The XIM2 is an Xbox 360 controller with a modified chip inside the housing. This chip connects to all the input pads (buttons, triggers, analog sticks, etc) and routes them to the PC via a USB cord (so no more XFPS). So now the workflow is as follows:
1. User input via KB/MS
2. Input received on the PC
3. XIM2 Software on the PC translates the movements
4. PC&XIM2 Software send translated user input to the XIM2 chip in the controller through the USB cord
5. The XIM2 chip inside the controller housing directs the input signal to the corresponding gamepad contacts
6. The gamepad send the user input through the MS "handshaking" chip (which is required by all gamepads to work on the 360) to the 360 console
The below diagram explains the process:
Obviously this is a bit of an investment to get "proper" KB/MS support on the 360. MS makes it very difficult for unlicensed peripherals (hence the XIM2 using a standard 360 controller to piggyback on the handshaking chip) to be used on the 360; the fact games are NOT designed to work with a mouse makes the process more difficult. It has taken a bit of time for these guys to work around a lot of these issues but the first results and word of mouth is VERY positive. Of course you need a PC device, Keyboard & Mouse, and a XIM2 (about $150; XFPS products are about $90 in comparison, but those stink) for this to work.
The "positives" to the XIM2 is that it is programmable and you have independant profiles for each game. But more importantly are the features. For example you can adjust the deadzone size and shape. Most games have a variable dead zone to accomodate the gamepad sensativity (or lackthereof) and centering issues. Yet less known is many games use variable shapes; for example Call of Duty 4 (CoD4) uses a circular deadzone and Halo 3 uses a square deadzone. The XIM2 software allows the user to adjust for these factors. Likewise many games don't use a 1:1 ration for X/Y movement so this can be adjusted as well. Look acceleration is also mapped through variuos exponents. There are also adjustments for smoothing, diagonal dampening, update frequency, and so forth.
The end result is some games are nearly "PC perfect" (for example CoD4) and others are fairly close and workable (like Halo 3). As you can see with the below media the XIM2 (aka XIM360) works fairly well. The big thing to note is the player can do small, fine movements as well as fast, sweeping movements (something the XFPS adapters failed at).
Halo 3 (here and here; http://www.bungie.net/stats/Halo3/FileShare.aspx?gamertag=DBLDREW]Halo 3 fileshare[/url])
Call of Duty 4 (Xim1 footage)
And seeing as this works through a PC, it can be even used with a Wiimote (Halo 2 footage with a Wiimote).
Current State of the Project
The first batch of 150 XIM2 "DIY" kits went out about 2 months ago (give or take). These kits required the user to solder the chip into a 005 model Xbox 360 Wired Controler. Feedback has been very positive. Unfortunately I didn't order one (I lack the tools and skills to assemble product). The XIM2 makers are looking at making pre-built models but there is no immediate date for availability.
Currently there is an issue with the chip they are using and there won't be any new availability for it until early 2009 at the earliest. The developers are now at a crossroads: If demand is low they will wait for the chip to become available next year; if demand is high they are considering using a different programmable chip (and going back through the certification process and such) to get more DIY and/or pre-built XIM2s out sooner than if they waited for the previous models chip to become available again.
IF you are interested in this project and would like to see more kits become available I would suggest:
1. Read up on the project at the XIM website (www.Xim360.com); specifically browse the forums.
2. IF this sounds like something you want to order ASAP, you can submit a post in their "Demand Check" thread. This thread is for interested buyers of pre-built kits only and is being used to determine if migration to a new chip is worth the effort. Pre-built units have been predicted to cost about $150. Please do not post in that thread if you (a) don't intend to purchase the product or (b) have questions about the product or (c) what to whine about how this is cheating. Use their other threads for that.
What am I getting out of this?
Nothing! They haven't even answered my PMs! Further, I don't know these people nor can I vouch for the product outside of what I have read on their forums from users and from the media I have seen.
I plan to test the XIM2 and write a review of the product (I may have a taker for the review!). The XIM2 is kind of steep price for my tastes (will I keep it? I dunno to be honest... will I have a job in January? haha), but my criteria for a next gen console included things like HD via VGA, online gaming, games in genres I liked, and ... Keyboard / Mouse support (or similar/better product). Thus far neither Sony or Microsoft have delivered such a product for their FPS titles across the board. For a number of reasons (some being legacy, some being time related/comfort level, some being health related) I hate gamepads for FPS titles so I want to test drive this product. So if there is enough demand I may get to test out a product that gives me the last item on my "next gen checklist." So the only thing I am "getting" out of this if prebuilt kits become available (or if someone offers to help me assemble a DIY model) is the oppurtunity to test and use the product. If demand is low then I get to wait.
I hope other 360 owners find this post helpful to one degree or another. I am sure for many it opens up the frustrating reality that the "purity" of their console FPS games, or at least the last facade of such, is crumbling away with the introduction of a functional KB/MS product. If you have any questions I will try to answer them, although the above contains about everything I know at this point. I have been following this product since early this summer and am hopeful to give it a test drive before the end of the year... and of course write about it and the implications of such a device on the market.
Many of your have heard of products like the SmartJoy FRAG for the Xbox and the XFPS 3.0 Sniper Plus for the Xbox 360. The nuts and bolts on those products is they aren't very good because they don't offer enough settings to adapt to the variety of game settings used to make FPS games "feel" right with a gamepad and often introduce a bit of lag. Some of the more notable adjustments made are auto-aim, adhesion and magnatism, deadzone and deadzone shape, look acceleration, non-1:1 X/Y ratios, and so forth. Between the lag and no good way to adjust for the huge variety of FPS input designs these products were only for those who absolutely could not suffer a gamepad.
This began to change about a year ago. A group of guys piggybacked off the XFPS product with a secondard product called a "XIM," short for "Xbox Input Manager." Long story short: The XIM was a small chip that connected to the XFPS (+ 360 controller) as well to a PC where the XIM software offered more robust settings. A neat little device, but it had a large number of limitations as it worked through the XFPS product (hence lag and some other limitations). In recent months the XIM guys have released a new product (in a very, very small production run that is completely sold out--read more below though on this) called the XIM2.
The XIM2 is an Xbox 360 controller with a modified chip inside the housing. This chip connects to all the input pads (buttons, triggers, analog sticks, etc) and routes them to the PC via a USB cord (so no more XFPS). So now the workflow is as follows:
1. User input via KB/MS
2. Input received on the PC
3. XIM2 Software on the PC translates the movements
4. PC&XIM2 Software send translated user input to the XIM2 chip in the controller through the USB cord
5. The XIM2 chip inside the controller housing directs the input signal to the corresponding gamepad contacts
6. The gamepad send the user input through the MS "handshaking" chip (which is required by all gamepads to work on the 360) to the 360 console
The below diagram explains the process:
Obviously this is a bit of an investment to get "proper" KB/MS support on the 360. MS makes it very difficult for unlicensed peripherals (hence the XIM2 using a standard 360 controller to piggyback on the handshaking chip) to be used on the 360; the fact games are NOT designed to work with a mouse makes the process more difficult. It has taken a bit of time for these guys to work around a lot of these issues but the first results and word of mouth is VERY positive. Of course you need a PC device, Keyboard & Mouse, and a XIM2 (about $150; XFPS products are about $90 in comparison, but those stink) for this to work.
The "positives" to the XIM2 is that it is programmable and you have independant profiles for each game. But more importantly are the features. For example you can adjust the deadzone size and shape. Most games have a variable dead zone to accomodate the gamepad sensativity (or lackthereof) and centering issues. Yet less known is many games use variable shapes; for example Call of Duty 4 (CoD4) uses a circular deadzone and Halo 3 uses a square deadzone. The XIM2 software allows the user to adjust for these factors. Likewise many games don't use a 1:1 ration for X/Y movement so this can be adjusted as well. Look acceleration is also mapped through variuos exponents. There are also adjustments for smoothing, diagonal dampening, update frequency, and so forth.
The end result is some games are nearly "PC perfect" (for example CoD4) and others are fairly close and workable (like Halo 3). As you can see with the below media the XIM2 (aka XIM360) works fairly well. The big thing to note is the player can do small, fine movements as well as fast, sweeping movements (something the XFPS adapters failed at).
Halo 3 (here and here; http://www.bungie.net/stats/Halo3/FileShare.aspx?gamertag=DBLDREW]Halo 3 fileshare[/url])
Call of Duty 4 (Xim1 footage)
And seeing as this works through a PC, it can be even used with a Wiimote (Halo 2 footage with a Wiimote).
Current State of the Project
The first batch of 150 XIM2 "DIY" kits went out about 2 months ago (give or take). These kits required the user to solder the chip into a 005 model Xbox 360 Wired Controler. Feedback has been very positive. Unfortunately I didn't order one (I lack the tools and skills to assemble product). The XIM2 makers are looking at making pre-built models but there is no immediate date for availability.
Currently there is an issue with the chip they are using and there won't be any new availability for it until early 2009 at the earliest. The developers are now at a crossroads: If demand is low they will wait for the chip to become available next year; if demand is high they are considering using a different programmable chip (and going back through the certification process and such) to get more DIY and/or pre-built XIM2s out sooner than if they waited for the previous models chip to become available again.
IF you are interested in this project and would like to see more kits become available I would suggest:
1. Read up on the project at the XIM website (www.Xim360.com); specifically browse the forums.
2. IF this sounds like something you want to order ASAP, you can submit a post in their "Demand Check" thread. This thread is for interested buyers of pre-built kits only and is being used to determine if migration to a new chip is worth the effort. Pre-built units have been predicted to cost about $150. Please do not post in that thread if you (a) don't intend to purchase the product or (b) have questions about the product or (c) what to whine about how this is cheating. Use their other threads for that.
What am I getting out of this?
Nothing! They haven't even answered my PMs! Further, I don't know these people nor can I vouch for the product outside of what I have read on their forums from users and from the media I have seen.
I plan to test the XIM2 and write a review of the product (I may have a taker for the review!). The XIM2 is kind of steep price for my tastes (will I keep it? I dunno to be honest... will I have a job in January? haha), but my criteria for a next gen console included things like HD via VGA, online gaming, games in genres I liked, and ... Keyboard / Mouse support (or similar/better product). Thus far neither Sony or Microsoft have delivered such a product for their FPS titles across the board. For a number of reasons (some being legacy, some being time related/comfort level, some being health related) I hate gamepads for FPS titles so I want to test drive this product. So if there is enough demand I may get to test out a product that gives me the last item on my "next gen checklist." So the only thing I am "getting" out of this if prebuilt kits become available (or if someone offers to help me assemble a DIY model) is the oppurtunity to test and use the product. If demand is low then I get to wait.
I hope other 360 owners find this post helpful to one degree or another. I am sure for many it opens up the frustrating reality that the "purity" of their console FPS games, or at least the last facade of such, is crumbling away with the introduction of a functional KB/MS product. If you have any questions I will try to answer them, although the above contains about everything I know at this point. I have been following this product since early this summer and am hopeful to give it a test drive before the end of the year... and of course write about it and the implications of such a device on the market.