Gamepad EasySMX D10
User rating

EasySMX D10

Top contributors
Franek ZiemianvCudaHuỳnh Kim NgọcJohn PunchOmar Ellahi
Test Status:User Verification
LatScore : Wired A, Wireless C
Compatible: AndroidiOSLinuxSwitchWindows
Interfaces: CableDongleBluetooth
Price: $49.99, find on: Amazon, Aliexpress
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EasySMX D10 Input lag comparison

#ConnectionMode
LatencyAverage (ms)
Polling RateMedian (Hz)
Jitter
OSBuild ver.
FWTester ver.
Latency P82
1
CableXInput
🔘8.33
🕹️3.90
1000
🔘3.07
🕹️0.37
Win 10
10.0.19045
---
5.2.4.4
🔘
Button LatencyP82
✓ Selected
2.98 ms
8.33 ms
19.73 ms
3.07 ms
1000 Hz
#8623 • 2026-04-18
Prometheus 82 v5.2.4.4
Win 10 Build 10.0.19045
vCuda
Cable • XInput
🕹️
Stick LatencyP82
✓ Selected
3.12 ms
3.9 ms
4.61 ms
0.37 ms
1001 Hz
#8616 • 2026-04-18
Prometheus 82 v5.2.4.4
Win 10 Build 10.0.19045
vCuda
Cable • XInput
2
CableXInput
🔘8.35
🕹️5.78
997.01
🔘2.93
🕹️0.38
Win 11
10.0.26100
---
5.2.3.1
🔘
Button LatencyP82
3.51 ms
8.35 ms
14.08 ms
2.93 ms
997.01 Hz
#5955 • 2025-07-30
Prometheus 82 v5.2.3.1
Win 11 Build 10.0.26100
Franek Ziemian
Cable • XInput
🕹️
Stick LatencyP82
4.99 ms
5.78 ms
6.64 ms
0.38 ms
997.01 Hz
#5961 • 2025-07-30
Prometheus 82 v5.2.3.1
Win 11 Build 10.0.26100
Franek Ziemian
Cable • XInput
3
BluetoothSwitch
🔘15.2
🕹️19.0
435.92
🔘5.46
🕹️7.51
Win 11
10.0.26100
---
5.2.3.1
🔘
Button LatencyP82
6.77 ms
15.16 ms
30.11 ms
5.46 ms
435.92 Hz
#5959 • 2025-07-30
Prometheus 82 v5.2.3.1
Win 11 Build 10.0.26100
Franek Ziemian
Bluetooth • Switch
🕹️
Stick LatencyP82
11.44 ms
19.02 ms
38.8 ms
7.51 ms
435.92 Hz
#5966 • 2025-07-30
Prometheus 82 v5.2.3.1
Win 11 Build 10.0.26100
Franek Ziemian
Bluetooth • Switch
4
DongleXInput
🔘17.6
🕹️16.3
1001
🔘4.33
🕹️1.02
Win 10
10.0.19045
---
5.2.4.4
🔘
Button LatencyP82
✓ Selected
9.15 ms
17.55 ms
30.11 ms
4.33 ms
1001 Hz
#8624 • 2026-04-18
Prometheus 82 v5.2.4.4
Win 10 Build 10.0.19045
vCuda
Dongle • XInput
🕹️
Stick LatencyP82
✓ Selected
14.22 ms
16.33 ms
19.13 ms
1.02 ms
1001 Hz
#8615 • 2026-04-18
Prometheus 82 v5.2.4.4
Win 10 Build 10.0.19045
vCuda
Dongle • XInput
5
DongleXInput
🔘16.3
🕹️18.0
997.01
🔘3.65
🕹️1.40
Win 11
10.0.26100
---
5.2.3.1
🔘
Button LatencyP82
8.98 ms
16.33 ms
23.96 ms
3.65 ms
997.01 Hz
#5957 • 2025-07-30
Prometheus 82 v5.2.3.1
Win 11 Build 10.0.26100
Franek Ziemian
Dongle • XInput
🕹️
Stick LatencyP82
15.39 ms
17.95 ms
22.67 ms
1.4 ms
997.01 Hz
#5963 • 2025-07-30
Prometheus 82 v5.2.3.1
Win 11 Build 10.0.26100
Franek Ziemian
Dongle • XInput
6
CableDInput
🔘17.9
🕹️80.1
100.33
🔘3.34
🕹️4.06
Win 11
10.0.26100
---
5.2.3.1
🔘
Button LatencyP82
11.35 ms
17.94 ms
25.11 ms
3.34 ms
100.33 Hz
#5956 • 2025-07-30
Prometheus 82 v5.2.3.1
Win 11 Build 10.0.26100
Franek Ziemian
Cable • DInput
🕹️
Stick LatencyP82
72.1 ms
80.08 ms
87.56 ms
4.06 ms
100.33 Hz
#5962 • 2025-07-30
Prometheus 82 v5.2.3.1
Win 11 Build 10.0.26100
Franek Ziemian
Cable • DInput
7
BluetoothXInput
🔘18.2
🕹️85.9
227.84
🔘3.53
🕹️4.26
Win 11
10.0.26100
---
5.2.3.1
🔘
Button LatencyP82
✓ Selected
10.51 ms
18.22 ms
26.9 ms
3.53 ms
227.84 Hz
#5960 • 2025-07-30
Prometheus 82 v5.2.3.1
Win 11 Build 10.0.26100
Franek Ziemian
Bluetooth • XInput
🕹️
Stick LatencyP82
✓ Selected
78.83 ms
85.85 ms
96.48 ms
4.26 ms
227.84 Hz
#5965 • 2025-07-30
Prometheus 82 v5.2.3.1
Win 11 Build 10.0.26100
Franek Ziemian
Bluetooth • XInput
8
DongleDInput
🔘46.2
🕹️24.0
500
🔘6.37
🕹️2.72
Win 11
10.0.26100
---
5.2.3.1
🔘
Button LatencyP82
32.51 ms
46.17 ms
60.94 ms
6.37 ms
500 Hz
#5958 • 2025-07-30
Prometheus 82 v5.2.3.1
Win 11 Build 10.0.26100
Franek Ziemian
Dongle • DInput
🕹️
Stick LatencyP82
19.04 ms
23.99 ms
28.98 ms
2.72 ms
500 Hz
#5964 • 2025-07-30
Prometheus 82 v5.2.3.1
Win 11 Build 10.0.26100
Franek Ziemian
Dongle • DInput
More information

Latency

Our visualization focuses on Average Latency, presented as vertical bars to make comparing performance across different connection modes (Wired, Bluetooth, Dongle) instant and intuitive.

The chart differentiates between:

  • Button Latency: How quickly the game registers a physical button press.
  • Stick Latency: The delay in registering joystick movement (tested at 99% deflection).

Visualizing Stability (Jitter)

You may notice that the top portion of some bars is semi-transparent or "faded". This represents Jitter (instability):

  • Solid Bar: Represents the stable, consistent average latency.
  • Faded Top: Indicates the variance. A larger transparent area means higher jitter, implying the controller's response time fluctuates. A solid bar with little to no fading indicates a highly stable connection.

Deep Dive: Click the arrow to reveal Probability Distribution Charts. These show the exact breakdown of every input tested, displaying Probability (%) on the Y-axis and Latency (ms) on the X-axis.

Polling Rate vs. Latency

It is crucial to understand that Polling Rate and Latency are measured using two entirely different methodologies on our site:

  • Latency (ms) is measured by the Prometheus 82 hardware. It captures the physical movement of the stick or button via hardware interrupts with microsecond precision. This is the "real-world" delay.
  • Polling Rate (Hz) is measured via a Software Tool. It shows how often the OS receives reports from the USB stack.

Common Myth: A higher polling rate (like 8000 Hz) does not automatically guarantee lower latency if the controller's internal processing is slow. Conversely, a high polling rate on a chart might show fluctuations (e.g., 7800Hz instead of 8000Hz) due to OS jitter or CPU scheduling, which does not necessarily impact the hardware latency measured by the P82.

To test your own gamepad's polling rate, you can use our tool: Download Polling Rate Tester.

Testing Methods

Gamepadla ensures data integrity by combining three distinct testing methodologies:

  1. Prometheus 82 (P82): Our gold standard. A custom-built hardware device that physically actuates buttons and sticks. It uses high-speed hardware interrupts to capture events, making it independent of the controller's polling rate. It provides an error margin of only ±1ms for buttons and sticks. View on GitHub.

  2. GPDL Tester: An electrical monitoring tool for highly accurate button latency. While P82 simulates human-like mechanical movement, GPDL focuses on the electrical signal speed. View on GitHub.

  3. Software Polling Test: A pure software diagnostic to check communication frequency. We use this to verify if a controller actually reaches its advertised specs (e.g., 1000Hz or 8000Hz) at the OS level. Download Software.

Note: By comparing hardware-level latency (P82) with software-level reports (Polling Test), we can identify if a controller has "fake" high polling rates or poorly optimized firmware.

Stick test of EasySMX D10

Stick test results for EasySMX D10 gamepad • Dongle connection • XInput mode • FW Box, by John Punch

Inner Dead Zone

The Inner Dead Zone is the area around the center of the stick where small movements are not registered. This helps prevent stick drift or accidental inputs, but if the dead zone is too large, it can make aiming less precise, especially in games requiring fine control. We evaluate the Inner Dead Zone based on how much you need to move the stick before it responds—the less movement required, the better.

The EasySMX D10 has no Inner Dead Zone. The stick responds immediately to even the slightest movement, which is excellent for aiming accuracy and micro-control. This makes it a great choice for precision-heavy games like first-person shooters (e.g., Valorant or Apex Legends).

For comparison, many budget gamepads often have a moderate to large Inner Dead Zone, while premium controllers typically aim for a slight or no dead zone for better precision.

Want to learn more? Check out our video explanation of how the Inner Dead Zone works.

Outer Dead Zone

The Outer Dead Zone is the area near the edge of the stick’s range where further movement isn’t registered. This can make the stick feel less responsive at full tilt, affecting actions like quick turns or maximum speed in games. We evaluate the Outer Dead Zone based on how much 'lost' range there is—the smaller the dead zone, the better, as it allows full use of the stick’s range for more precise control.

The EasySMX D10 has a slight Outer Dead Zone. There’s a small portion of the stick’s range that isn’t registered, but it’s minimal and unlikely to affect gameplay noticeably.

For comparison, budget gamepads often have moderate to large Outer Dead Zones, while premium controllers strive for minimal or no dead zone to maximize control.

Want to learn more? Check out our video explanation of how the Outer Dead Zone works.

Stick Asymmetry

Stick Asymmetry measures the consistency of the joystick's response across different directions. Ideally, if you physically deflect the stick by 80% from the center, the software should report an 80% deflection regardless of the direction. A high asymmetry score indicates a problem where for the same physical movement, the reported coordinates are inconsistent—for example, 60% in one direction and 90% in another. This creates an uneven, often 'egg-shaped,' response zone, which negatively impacts aiming and control predictability.

For the EasySMX D10, the Stick Asymmetry is 9.4% for the left stick and 5.1% for the right stick. Higher values can lead to noticeable inconsistencies, potentially impacting aiming or movement in games.

Testing Methodology: It's crucial to note that this test is performed at partial stick deflection (~80%), using special physical limiters (clips). Testing at 100% deflection often hides asymmetries because the controller's output is clamped at the maximum value, artificially 'smoothing' the resulting shape. Our method reveals the true performance of the stick in the ranges most critical for gameplay. This precise approach was also utilized by Linus Tech Tips in their controller review.

For comparison, many budget gamepads show asymmetry levels above 30%, while high-end controllers typically stay below 10% for better uniformity.

Learn more about how different gamepads perform in the Stick Asymmetry test and how to conduct such a test in this article. You can learn how to test joystick asymmetry yourself from this video.

Circle Error

Circle Error evaluates how closely the stick’s movement follows a perfect circle. A high Circle Error means the path is more square-like, which can cause inconsistent speeds when moving diagonally—your character might move faster or slower than expected. The lower the percentage, the better, as it ensures smooth, uniform movement in all directions.

For the EasySMX D10, the Circle Error is 0.4% for the left stick and 0.4% for the right stick. This is a good result, providing smooth diagonal movement similar to premium controllers.

For comparison, budget gamepads often have Circle Errors above 12%, resulting in 'square' feeling sticks, while high-quality ones aim for under 8% for better smoothness.

Want to learn more? Check out our video explanation of how Circle Error impacts performance.

Stick Bitness

Stick Bitness measures the precision of the joystick’s analog input, similar to bit depth in audio. Higher bitness means more distinct positions the stick can register, leading to smoother and more accurate control. Lower bitness can result in 'stepping' or less fluid movement, especially noticeable in slow, precise actions like aiming.

Unlike declared digital resolution, our True Bitness metric is derived from actual physical stick movement, reflecting the usable positions the stick can produce in practice. For the EasySMX D10, the movement-based True Bitness is 11.0 bits on both sticks. This is excellent precision, comparable to high-end controllers, ensuring smooth inputs in demanding games.

This corresponds to a measured Step Resolution of 0.00098 on both sticks, with about 1,024 SFC (Steps From Center) on each side, meaning roughly 1,024 distinct positions from the center to one edge.

For comparison, many budget gamepads have around 8 bits, while premium ones often exceed 10 bits for superior accuracy.

Want to learn more? Check out our video explanation of how Stick Bitness affects control. It is important to note that the video specifies the resolution of the stick, not the bit depth; the higher the bit depth, the higher the resolution.

Stick Centering

Stick Centering measures how accurately the joystick returns to its neutral (center) position after you release it. A good Stick Centering value prevents stick drift—a common issue where your character or camera moves slightly in a game, even when you're not touching the stick. The lower the percentage, the better the centering, and the less likely you are to experience drift.

For the EasySMX D10, the Stick Centering is 1.1% for the left joystick and 0.6% for the right stick. These are excellent results, as most high-quality gamepads typically have values below 2%. This means the EasySMX D10 is unlikely to have any drift, making it a great choice for games requiring precise control, like shooters or racing titles.

This test methodology intentionally employs a more rigorous approach by implementing small-angle deflection and release, which produces the most challenging conditions for stick re-centering. This technique differs from the conventional maximum-deflection method where the stick is pulled to its full range and released, as small-angle deflection better simulates the micro-adjustments typically executed during actual gameplay scenarios, providing more representative data on potential stick drift occurrence during normal use.

Want to learn more? Check out our video explanation of how Stick Centering works.

Axis Magnet

Axis Magnet is a form of stick processing where movement tends to 'snap' or cling to the X or Y axis when the stick passes close to it within a certain part of its travel. This can make pure horizontal or vertical movement feel cleaner, but it also alters the real stick path and can distort diagonal or subtle player input.

The EasySMX D10 shows no Axis Magnet. That means the stick does not artificially cling to the horizontal or vertical axes, so your real movement path is preserved more accurately. This is the preferable behavior for consistent aiming and natural analog control.

Want to learn more? Check out our video explanation of how Axis Magnet affects stick behavior.

Polling Rate

Polling Rate describes how often the controller sends stick data to the system, measured in Hertz (Hz). Higher values mean the controller reports its position more frequently, which can reduce the time between updates and make input feel more responsive.

The EasySMX D10 does not have a saved polling-rate value for this test entry, so the field is shown as N/A. This usually means the measurement was not captured together with the stick data, not necessarily that the controller performs poorly.

Polling Rate is measured separately from latency, so it is best used as supporting information rather than a standalone quality verdict. In addition, this reading is approximate: Stick Tracer is not a specialized tool for precise polling-rate measurement, so some margin of error is expected.

Center Skip

Center Skip, also known as Stick Skipping, is a rare behavior where the joystick does not begin moving smoothly from its neutral position. Instead of a gradual response, it suddenly jumps to a noticeable deflection as soon as movement starts, which makes fine control much harder.

The EasySMX D10 shows no Center Skip. That means the stick begins moving gradually from neutral, which is the expected and desirable behavior for precise aiming, camera control, and micro-adjustments.

Want to learn more? Check out our video explanation of how Stick Skipping affects performance.

Disclaimer

We tested the EasySMX D10 gamepad using a single unit, so keep in mind that other units of this model might perform slightly better or worse. In most cases, these differences are minor and shouldn’t affect your experience significantly. The results were obtained with the Stick Tracer program, and some values might vary if you use different software or testing methods.

Testing conditions, such as the gamepad’s firmware version (FW: ) or connection type, can also influence the results. If you have this gamepad, we’d love for you to share your own test results! This will help us build a more comprehensive picture of the EasySMX D10’s performance across different units.

Full test results can be viewed on the test page.

Stick Movement Linearity Test

Linearity test for EasySMX D10 • Firmware Not Supported • Stick Analyzer 2.0.3.0Dongle connection • Xinput mode • Manual Input. Uploaded, by Franek Ziemian

Input Type: Manual Input. The stick was moved by hand during the test, so the measurements may include minor variations caused by natural hand tremor.

Stick Motion Resolution Analysis

This test evaluates the analog stick's ability to register unique positions during a controlled, linear motion from the center to the edge of its range. The analysis was conducted using the Line program, ensuring precise measurement of the stick's resolution, linearity, and response characteristics.

Data Points

Data Points represents the total number of unique positions registered during the smooth movement of the stick from center to edge. This includes both the stable analog values and positions affected by signal processing or jitter. In this test, we recorded 5311 data points, which is an excellent result that indicates very precise stick movement registration. For a more accurate assessment of stick precision, it's important to also consider the Straight Points metric, which filters out noise and signal processing artifacts.

Straight Points

Straight Points represent the number of unique positions detected after filtering out tremor and signal processing artifacts during stick movement. This filtering process identifies points that follow a consistently increasing trajectory, showing the true analog values without noise. The test registered 823 straight points. This is an excellent result, indicating very smooth and precise stick movement. This value highlights the stick's ability to provide stable and reliable position data during smooth motion.

Resolution

Resolution in this test refers to two complementary measurements:

Total Resolution: 874 positions across the entire stick range. This number represents how many distinct positions the analog stick can detect from center to edge. This might result in somewhat stepped or less smooth movement

Step Resolution: 0.00114 per increment. This value represents the average size of each step between detected positions (smaller values indicate higher precision). It determines how smoothly the stick can transition between positions, which directly impacts precise aiming and subtle movements in games.

A high total resolution combined with a low step resolution provides the optimal experience for precise control in games requiring fine adjustments.

Tremor

Tremor percentage represents the amount of signal processing that occurs between raw stick movement and the final output. It is calculated as the percentage of data points that don't follow a consistently increasing trajectory. The test measured 84.5% tremor. This higher percentage indicates more active signal processing, which is a characteristic of how this stick handles movement data. Different controllers have different signal processing characteristics, and lower tremor values typically indicate more direct translation of physical movement.

Linearity

Linearity represents how closely the stick movement follows an ideal linear path. It's calculated as 100% minus the nonlinearity percentage, where nonlinearity measures deviations from a perfectly straight line. The test measured 97.1% linearity. This indicates excellent stick linearity, providing consistent and predictable movement.

At the same time, a gamepad stick is not a perfectly linear mechanical system. The stick rotates around a pivot, the cap travels along an arc, and the sensor reads that rotational movement rather than a truly straight physical path. Because of this, a graph that bends slightly below the ideal straight line is often normal. In many cases, that lower arc-like bow reflects the real mechanics of the stick more faithfully than a response that was tuned mainly to look perfectly straight in this specific test.

What matters most is that the movement remains smooth, progressive, and predictable. A mild, even downward curve can be acceptable or even technically more natural, while sharp dips, waviness, uneven acceleration, or asymmetry still indicate worse response quality. For easier interpretation, the chart includes a soft highlighted reference zone under the ideal line. It marks a typical range where a small arc-related deviation is considered normal and serves as an informational guide rather than a strict pass/fail boundary.

Test Duration

The time taken to complete the test was 11.02 seconds. The test duration was longer than necessary, but this shouldn't significantly affect the results. For the most accurate results, the stick movement should be smooth and controlled, typically taking between 5 and 8 seconds.

Linearity test for EasySMX D10 • Firmware Not Supported • Stick Analyzer 2.3.0.3Dongle connection • Xinput mode • Manual Input. Uploaded, by Huỳnh Kim Ngọc

Comment: 1000

Input Type: Manual Input. The stick was moved by hand during the test, so the measurements may include minor variations caused by natural hand tremor.

Stick Motion Resolution Analysis

This test evaluates the analog stick's ability to register unique positions during a controlled, linear motion from the center to the edge of its range. The analysis was conducted using the Line program, ensuring precise measurement of the stick's resolution, linearity, and response characteristics.

Data Points

Data Points represents the total number of unique positions registered during the smooth movement of the stick from center to edge. This includes both the stable analog values and positions affected by signal processing or jitter. In this test, we recorded 1503 data points, which is an excellent result that indicates very precise stick movement registration. For a more accurate assessment of stick precision, it's important to also consider the Straight Points metric, which filters out noise and signal processing artifacts.

Straight Points

Straight Points represent the number of unique positions detected after filtering out tremor and signal processing artifacts during stick movement. This filtering process identifies points that follow a consistently increasing trajectory, showing the true analog values without noise. The test registered 1084 straight points. This is an excellent result, indicating very smooth and precise stick movement. This value highlights the stick's ability to provide stable and reliable position data during smooth motion.

Resolution

Resolution in this test refers to two complementary measurements:

Total Resolution: 1203 positions across the entire stick range. This number represents how many distinct positions the analog stick can detect from center to edge. This might result in somewhat stepped or less smooth movement

Step Resolution: 0.00083 per increment. This value represents the average size of each step between detected positions (smaller values indicate higher precision). It determines how smoothly the stick can transition between positions, which directly impacts precise aiming and subtle movements in games.

A high total resolution combined with a low step resolution provides the optimal experience for precise control in games requiring fine adjustments.

Tremor

Tremor percentage represents the amount of signal processing that occurs between raw stick movement and the final output. It is calculated as the percentage of data points that don't follow a consistently increasing trajectory. The test measured 27.9% tremor. This represents typical noise levels in stick signal processing. Different controllers have different signal processing characteristics, and lower tremor values typically indicate more direct translation of physical movement.

Linearity

Linearity represents how closely the stick movement follows an ideal linear path. It's calculated as 100% minus the nonlinearity percentage, where nonlinearity measures deviations from a perfectly straight line. The test measured 95.2% linearity. This indicates excellent stick linearity, providing consistent and predictable movement.

At the same time, a gamepad stick is not a perfectly linear mechanical system. The stick rotates around a pivot, the cap travels along an arc, and the sensor reads that rotational movement rather than a truly straight physical path. Because of this, a graph that bends slightly below the ideal straight line is often normal. In many cases, that lower arc-like bow reflects the real mechanics of the stick more faithfully than a response that was tuned mainly to look perfectly straight in this specific test.

What matters most is that the movement remains smooth, progressive, and predictable. A mild, even downward curve can be acceptable or even technically more natural, while sharp dips, waviness, uneven acceleration, or asymmetry still indicate worse response quality. For easier interpretation, the chart includes a soft highlighted reference zone under the ideal line. It marks a typical range where a small arc-related deviation is considered normal and serves as an informational guide rather than a strict pass/fail boundary.

Test Duration

The time taken to complete the test was 2.31 seconds. Note that this test was completed too quickly for optimal results. A slower, more controlled movement would provide more accurate measurements. For the most accurate results, the stick movement should be smooth and controlled, typically taking between 5 and 8 seconds.

Reviews of EasySMX D10

Add your own review

EasySMX D10 specifications

Internal

Battery life hours
12
D-pad buttons type
Mechanical
Main buttons type
Mechanical
Sticks type
TMR

External

Audio port
No
Button layout
Xbox
Display
No
Joystick positioning
Asymmetric
Paddles
2
Soulder buttons
No
Stick tension
No
Trigger lock
Yes

Features

Gyroscope function
Yes
NFC support
No
Triggers pressing
Analog

Connection

Charging dock
Yes
USB interface
Type-C

Software

Macros option
Yes
No Dead Zone
Yes
PC software
No

Platforms

Android
Yes
iOS
Yes
Linux
Yes
macOS
Yes
Nintendo Switch
Yes
Playstation 3
No
Playstation 5
No
Playstaton 4
No
Windows
Yes
Xbox One
No
Xbox Series
No
Results based on answers from 10 users. Specifications are verified by moderators and reflect actual device behavior. Found a mistake? Hover over the specification to report it. Want to contribute? Join our questions survey!
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LatScore Comparison of EasySMX D10

Users' opinion

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LED is beautiful on Black version, trigger is quite heavy to press than others but it feel stable.
1 votes

User comments

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1 days ago

Just picked up the EasySMX D10. The build feels a bit off compared to my last controller. The feedback isn't great, and I’m not sure about the color changing feature during gameplay. Is it really that annoying or manageable?

1
167 days ago

This EasySMX D10 gamepad caught my eye, but after hearing some mixed opinions in their Discord, I'm left feeling a bit uncertain about it. The thumbstick cap looks pretty nice, though - a step up from some other designs out there.

3
15 days ago

I received the EasySMX D10 yesterday and I'm really enjoying it. I previously used the Vader 4, but I think I'll be using both. The only issue is figuring out how to capture clips; I've tried various buttons without success.

1
18 days ago

I recently got the EasySMX D10, and it worked well until a few days ago when it suddenly stopped connecting to Bluetooth. I'm not sure what caused this issue, which is frustrating.

1
72 days ago

Vibes are pretty underwhelming, feel cheap even for the D10 model. The rumbles just can't match the DS5's deep rumble, it's a noticeable difference that might be a letdown for some.

1
172 days ago

These gamepads have impressive specs, but the lack of a robust software suite prevents them from reaching their full potential as a top-tier gaming experience.

0