Flydigi apex 5 review
▲ 0 r/GadgetHyper+1 crossposts

Flydigi apex 5 review

Apex 5+charging dock

DISCLAIMERS:

  • I received my unit for free from Flydigi as part of a brand collaboration in return for a review.
  • I am not officially associated with any controller company and all opinions are based on my personal experience. I try not to have bias towards any company.
  • I have owned and used the Apex 5 for over 2 months when typing this.

Ok so I've been putting off writing this one for a bit because I wanted to actually live with it instead of doing the usual "unbox it, play for two hours, post a review" thing. Been using the Apex 5 daily for a little over two months now across PC and Switch, so this is a proper long term take, not a first impressions post.

Quick bit of context if you're not familiar, Flydigi's Apex 4 was kind of a mess. Cool ideas, genuinely bad latency, some quality control complaints. Apex 5 is their attempt at fixing basically everything wrong with the 4 while keeping the stuff people actually liked. Spoiler, they mostly pulled it off, but not without some new quirks of its own.

MAIN FEATURES:

  • FORCEFLEX Hall Effect 2.0 sticks (no drift, ever)
  • FORCEADAPT adaptive force feedback triggers (Regular, Race, Sniper, Recoil, Vibration, Lock)
  • 1000Hz NearLink 2.4GHz wireless, 1000Hz wired
  • Mechanical micro switch ABXY 2.0 face buttons
  • Rotary pivoted diamond shaped D-pad
  • 6 remappable extra inputs (2 hot swap paddles, 2 fixed grip buttons, 2 shoulder bumpers)
  • Full color 150fps LCD screen with onboard menu
  • 6 axis gyro
  • 4 motor asymmetric vibration (grips plus triggers)
  • 1500mAh battery
  • PC, Switch, Android, iOS support (no native PS5/Xbox)

Everything in box

What's in the box:

  • Flydigi Apex 5 controller
  • 2.4GHz NearLink dongle
  • Braided USB-C to USB-A cable
  • Extra faceplate
  • Stick tension adjustment tool
  • User manual (English and Chinese)

Build and Design: this thing feels genuinely premium

Picking it up for the first time it's obvious Flydigi wanted this to feel like a flagship. The shell is a polycarbonate and ABS blend, translucent faceplate up front with RGB peeking through, and it's got this frosted finish that barely picks up fingerprints, which I appreciated a lot more than I expected to. There's also a Wu Chang color version with a glossy faceplate and honestly that one's a fingerprint magnet, so if you're picky about that, get the white one.

Grip texture got reworked from the Apex 4 too, it's sharper and grippier now, which is great if your hands get sweaty during long sessions but might feel a bit rough for some people at first. No shell flex, no rattle anywhere, buttons don't wobble. It genuinely feels closer to an Xbox Elite Series 2 than any other third party controller I've tried, and that comparison gets made a lot for a reason.

The one thing I will flag, the snap on rear paddles feel a little cheaper than the rest of the controller. They take real force to click into place and every single time I swap them I get slightly nervous I'm gonna snap the tab. Hasn't happened yet after 2 months but the anxiety is real lol.

Weight wise this thing is not light. It's sitting around 335g which is genuinely heavier than a Switch Pro controller and close to Elite Series 2 territory. If you've got smaller hands or you already get wrist fatigue on heavier pads, this is something to think about before buying, it's not a small difference.

Sticks: where Flydigi actually cooked

This is the section I was most curious about going in because Apex 4's latency was rough. FORCEFLEX Hall Effect 2.0 means zero stick drift concerns long term since it's magnets doing the work instead of physical contact pads. Deadzones are basically nonexistent, 0mm inner from what I've seen in testing, and the circularity is close to perfect so diagonals don't feel sped up or slow.

Funny thing is Flydigi actually dropped the resolution compared to Apex 4, going from 12-bit down to about 10.7-bit. Sounds like a downgrade on paper but it's the tradeoff that let them cut latency down from something like 40ms on the old model to under 3ms wired here. I can't say I notice any precision loss in actual gameplay, and the latency drop is very noticeable if you played the Apex 4.

There's also a mechanical tension adjustment for the sticks, you pop the faceplate off with the included tool and turn a little screw to go from loose to stiff. It's a nice feature to have and I do prefer it over having zero adjustment, but ngl it's not as smooth as the tension ring system Flydigi put on the Vader 4 Pro. Also worth knowing, if you crank the tension up high, flicking the stick and letting go can cause a bit of snapback, basically the spring overshoots center for a split second. Not a dealbreaker but something to be aware of if you're coming from a controller without this feature.

Triggers: the actual star of the show, kind of

FORCEADAPT is Flydigi's answer to DualSense style adaptive triggers and honestly it's more impressive than I expected going in. You've got Regular, Race, Sniper, Recoil, Vibration and Lock modes, all controlled through software and mostly generated from game audio or telemetry rather than needing native dev support.

Race mode in Forza is genuinely great, you get that building resistance as you ease into the throttle. Recoil mode kicking back during automatic fire in shooters adds a layer of immersion I didn't think I'd care about but kinda do now.

Trigger Lock mode though, that's where I have to be honest with you guys. It's a digital lock, not a physical stop, so it's using a motor to simulate resistance rather than an actual hard wall. If you're pulling the trigger hard in a tense firefight, and I mean genuinely hard, you can push right through the lock and it goes mushy. Competitive players who are used to mechanical trigger stops like on the Vader 4 Pro are gonna notice this immediately and probably won't love it. For casual play it's fine honestly, I just wouldn't recommend this specifically for hardcore ranked FPS grinding.

Face buttons and D-pad: mostly excellent, one annoying thing

ABXY buttons are mechanical micro switches now instead of the mushier setup on the Apex 4, and it shows. Super light actuation, crisp response, feels closer to a mouse click than a rubber dome. Zero complaints here, these are genuinely some of the best face buttons I've used on any controller in this price range.

D-pad is a diamond shaped rotary pivot design and it's good for platformers and fighting game inputs, quarter circles roll pretty naturally. My one gripe is the surface is glossy and gets slippery once your thumb starts sweating a bit, my thumb has slid off the edge a couple times mid session. Flydigi made the cap swappable at least, so if this bugs you enough you can grab a cross shaped one, just know it's not included in the box which feels like a miss at this price.

Back view

Extra buttons: genuinely one of the best layouts I've used

6 total extra inputs. Two C/Z micro bumpers sitting right next to LB/RB so you don't have to move your fingers off the triggers, and then 4 rear controls, two hot swap metal paddles and two fixed buttons built into the grip curve itself. This hybrid layout is smart because your fingers aren't all crowding the same zone like on some 4-paddle setups I've tried. I never really used rear buttons much on other controllers because reaching them always felt awkward, this is the first one where it just felt natural.

Gyro and vibration

Gyro is a standard 6 axis setup and it works fine on Switch, feels about the same as the official Pro Controller. On PC I'll be honest I barely touch gyro so I can't give you a deep take here, I know it exists, it does the job if you use it, that's about all I got.

Vibration is a 4 motor setup, two big ones in the grips and two smaller ones tied into the trigger system for the adaptive stuff. It's strong, like uncomfortably strong past 50% for me, and the trigger vibration adds a nice bit of texture in racing games especially. One thing worth mentioning, on Switch you only get standard rumble, not the actual HD Rumble Nintendo controllers use, so don't go in expecting that.

The screen: cool, but let's be real about it

There's a full color LCD screen up front that runs at 150fps and honestly it looks sharp, you can throw custom GIFs on there which is a fun party trick. But I gotta be straight with you, running an animated GIF constantly absolutely tanks your battery life, I noticed a pretty big drop when I had mine set to a custom animation versus just leaving it static or asleep. It's a genuinely neat feature but I'd call it more of a gimmick than something you'll actually use day to day once the novelty wears off. The onboard menu itself though, being able to switch connection modes and profiles without opening the PC app, that part is legitimately useful.

Battery

1500mAh battery, which is bigger than what most competitors ship with. Flydigi's marketing says a week of use which, sure, if you never touch it. In actual daily use with lights on and moderate vibration I'm landing somewhere in the 20 to 25 hour range, dropping noticeably lower if the screen's running animations. Not bad at all honestly, I'm not charging this thing every single day like some other pads I've owned.

Connectivity

Wired gets you the full 1000Hz polling and lowest possible latency, this is also required if you want to flash firmware. The 2.4GHz NearLink dongle is honestly the headline feature here, also 1000Hz and it feels basically identical to wired in actual use, super stable even with a bunch of other wireless stuff running nearby. Bluetooth is there for mobile and casual laptop stuff but the polling rate drops way down, so I'd only really use it if I'm on my phone or iPad.

Software: this is where I have to be a little critical

Flydigi's Space Station software is deep, like genuinely a lot of options, stick calibration, deadzone tuning, macro mapping, trigger curve tuning, RGB sync, uploading your own GIFs. On paper it does everything you'd want.

In practice it's a bit clunky. Translation from Chinese isn't always perfect and some menus took me a minute to figure out what they actually did. I also had one instance where the background service caused a brief input hang while I was mid match, which was not a fun moment. If you're on Mac, heads up, there's no native software support at all, you're stuck with basic Bluetooth functionality.

And I need to actually flag this because it matters a lot depending on what you play: there's a real risk of getting hit with anti cheat bans in games like Fortnite or Call of Duty if you're running Space Station in the background or using turbo/macro functions. This isn't a rumor, it's a known issue people have reported getting hardware banned over. My workaround, and what I'd genuinely recommend, is set up your profiles, save them to the controller's onboard memory, then fully close the Space Station app before booting up anything with kernel level anti cheat. Once your settings are saved to the controller you don't actually need the software running anymore for normal use.

Charging Dock 2 Pro (quick note)

I also picked up the Charging Dock 2 Pro alongside the controller, and just want to flag that this is sold separately, it does not come in the box with the Apex 5. It's a magnetic drop and charge dock with its own little RGB dot matrix screen you can customize, plus a couple extra USB ports on the back for other accessories. Nothing crazy to say here other than it works exactly like you'd expect and I like not having to fumble with a cable every time I'm done with a session. If you're gonna be using this thing daily I'd say it's worth grabbing, just budget for it separately since it's not included.

Should you get it?

Depends heavily on what you're playing. If you're someone who bounces between immersive single player stuff and PC shooters and you like tinkering with settings, this thing is genuinely excellent and probably one of the most feature packed controllers you can buy right now. The sticks, the wireless dongle, the face buttons, all top tier.

If you're a hardcore competitive Fortnite or CoD player though, I'd actually steer you away from this one, or at minimum tell you to go in aware of the anti cheat risk and the mushy trigger lock. For that specific use case something like the Vader 4 Pro with actual mechanical trigger stops and a lighter build makes more sense.

Also worth remembering the charging dock isn't included, so if you want the full experience budget for that on top of the $160 controller price.

RATING:

BUILD QUALITY: 9/10 Premium materials, zero flex or rattle, only real knock is the rear paddles feeling a bit cheap compared to everything else.

STICKS: 9.5/10 Basically no drift concerns, deadzones are nearly nonexistent, latency is a massive improvement over Apex 4. Minor snapback at high tension is the only nitpick.

TRIGGERS: 8/10 Incredible for immersion in single player and racing games, but the digital trigger lock can't fully replace a mechanical stop for competitive FPS.

BUTTONS AND D-PAD: 8.5/10 Face buttons are excellent. D-pad is good but gets slippery when your thumb sweats.

SOFTWARE: 6/10 Feature rich but clunky, occasional instability, and you genuinely need to be careful about the anti cheat situation in certain games.

BATTERY: 8/10 Solid life for normal use, drops fast if you're running the fancy GIF stuff on the screen.

OVERALL: 8.5/10 A hugely ambitious controller that fixes almost everything wrong with the Apex 4 and adds genuinely useful features on top. Not the pick for hardcore competitive multiplayer due to the trigger lock and anti cheat risk, but for everyone else who wants one controller that does a bit of everything well, hard to beat right now.

Thanks for reading, this one took a while to put together. Happy to answer questions about specific games or settings if anyone's on the fence.

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u/Intelligent_Fail_520 — 9 days ago
▲ 8 r/GadgetHyper+1 crossposts

Beitong Pangu review | a modular controller actually worth it?

Beitong pangu controller

DISCLAIMERS:

  • I received my unit for free from Beitong as part of a brand collaboration in return for a review.
  • I am not officially associated with any controller company and all opinions are based on my personal experience. I try not to have bias towards any company.
  • I have owned the product for almost a month when typing this.

Modular controllers seem to be catching on lately and I went into this one curious but a little doubtful. Usually when a controller tries to be everything at once, something gives, mushy buttons, swap mechanisms that feel flimsy, you know the pattern. Beitong sent me the Pangu along with their full add-on module pack, so I basically had the whole playground to experiment with. I've been on it every day for close to a month at this point, constantly swapping pieces around more than was probably necessary, and I feel like I've got a solid feel for it by now.

Just a heads up, my unit didn't come with a storage box, charging dock, or carrying case, only the controller and the modules, so I won't be able to comment on those.

MAIN FEATURES:

  • Fully tool-free modular build, swap out sticks, buttons, D-pad, back paddles, shoulders, even the rumble motors
  • Swappable analog sticks in TMR, capacitive, and carbon film (potentiometer) variants
  • Swappable face buttons, default mechanical micro-switch plus a conductive rubber alternative
  • 3 different D-pad styles in the box, one pre-installed
  • Modular back button setup, ranging from none up to 4 paddles
  • Top shoulder expansion piece with USB-C passthrough
  • Three connection modes, wired, 2.4GHz dongle, Bluetooth 5.3
  • Compatible with PC, Switch, Android, iOS

Everything in my box along with custom modular accessories

What was in my box:

  • Pangu controller, fully assembled out of the box (sticks, D-pad, buttons, back buttons, motors already in place)
  • User manual
  • 3 spare D-pad plates (a 4th style already mounted)
  • 1 spare ABXY face button module
  • USB A to C cable
  • USB dongle

Extra module pack:

  • Capacitive stick modules x2
  • Carbon film stick modules x2
  • Conductive adhesive face button module x1
  • Floating cross D-pad
  • Shoulder expansion module
  • 4 back button module
  • Rubber coated handle covers

Build and design: sturdier than it has any right to be

This was honestly the part I doubted the most going in. A controller built out of interchangeable pieces should, at least on paper, have some give or looseness somewhere. It just doesn't. Each module snaps in with a firm, satisfying click and once it's locked in it doesn't budge, no wobble, no rattle even when I deliberately shake it around. The grey and white finish is more no-nonsense than eye-catching, which suits the whole engineering-kit feel it's going for.

That said, it's a sizable controller. Noticeably bigger than a DualSense, closer in feel to an Xbox pad. My hands are about average and it's comfortable for me, but if your hands run smaller you'll probably feel it, particularly when going for the back paddles.

Loaded up fully with the 4 back button module and both motors installed, mine comes in around 310-320g, which is on the heavier side. Take the motors out though and it sheds a noticeable amount of weight, I'll get into that more later.

Setup: simpler than I braced myself for given how modular it is

Given how many components this thing has, I expected the setup process to be a bit finicky. Turns out swapping modules is mostly just push and snap. The sticks require lining up a small notch and pressing down, takes a try or two the first time before it becomes second nature. Face buttons need two small release tabs on the back pressed in, also quick once you know where to find them.

Connecting through the dongle was painless, plug and play. Getting everything set up on PC through the software, including some time spent exploring the app, took roughly 10 minutes, no headaches. My manual actually came in English, which I wasn't expecting since I'd read that earlier batches shipped Chinese-only, so it looks like that's since been addressed. Having it in English made working through the module installation steps a lot smoother than just winging it.

Face modules removed

Modularity: this really is the whole selling point, and it lives up to it

This is the area where the Pangu genuinely stands apart from most of what's out there. It's not just faceplate customization, you're physically removing and replacing sticks, D-pads, buttons, back paddles, and even the vibration motors.

The stick options are probably my favorite part of the whole thing. Out of the box you get TMR sticks marked with a white ring, capacitive ones marked with a red ring, and carbon film (essentially potentiometer based) marked with grey. I spent time with all three. TMR felt tight and precise, good for aiming. Capacitive caught me off guard, it's noticeably smoother, almost gliding, and I ended up favoring it on the left stick for movement. Carbon film held up fine by itself, but once I'd gone back and forth with the other two, it made me appreciate them more, it's just the more old-school feel with a bit more resistance built in.

You're also free to mix and match, so I've had capacitive on the left for movement and TMR on the right for aiming, and it functions exactly as it should, no strange input hiccups or conflicts.

For the D-pad, you get a handful of plate options sitting on the same micro-switch base. The floating cross plate restricts you to cardinal directions only, which is handy for anything platformer related since it prevents accidental diagonal inputs. Whatever plate is in, it seats cleanly with zero wiggle.

Face buttons switch between the stock mechanical micro-switch setup and a conductive rubber alternative. Mechanical gives more travel and a firmer tactile pop, rubber is quieter and softer, closer to a membrane feel. I've mainly kept mechanical in because I like the bounce back, but the rubber option is nice for late-night play when I'd rather not hear clicking.

Back buttons scale from nothing at all (a flat cover plate) up to 2 paddles, then the full 4 button module. Running all 4 does bulk up the weight a bit, but I like having them since it opens up more remap options, things like jump and crouch, without ever taking my thumb off the stick. And yes, removing the vibration motors is a legit option, it noticeably lightens things up, and for FPS play I've actually left them out more often than not.

The one real complaint here, and I've seen this echoed elsewhere too, is that if you try to set up a symmetrical PlayStation-style stick layout, the housing puts the sticks close enough together that your thumbs start colliding at full deflection. Doable in theory, not something you'd want to actually use long term.

Performance: does all this fancy engineering actually show up in gameplay

Day to day use has been consistent. Most of my testing has been in shooters plus some Tekken to run through different configurations, and I didn't hit any input issues in either genre. Wired feels instantaneous, which makes sense given Beitong is clearly aiming for a tournament-legal 1000Hz polling rate over wired. The 2.4GHz dongle still felt quick and responsive to me during normal play, I couldn't personally detect any lag, though I'll admit I'm not running lab equipment so take that with a bit of caution.

Bluetooth is the one connection mode I'd steer away from if responsiveness actually matters to you. It works fine for casual play on Switch or mobile, but I could sense a slight bit of extra lag compared to wired or the dongle, nothing huge, but noticeable once I started switching between modes.

On the trigger side there's a physical switch that toggles between a longer analog pull and a short hair-trigger click. Analog mode suits driving games well, while hair-trigger is what I've kept it on for shooters since the response is basically immediate. The one thing I picked up on after longer stretches in hair-trigger mode is that the stop feels a bit abrupt, there's no cushioning, so repeatedly bottoming it out over a couple hours does start to add up. Not uncomfortable, just something I noticed.

!DISCLAIMER! I don't own lab grade latency testing gear, so these aren't numbers I measured myself. Based on figures I've seen from outlets that do proper testing (Prometheus 82 methodology), wired button latency comes in around 4-5ms and the wireless dongle around 8-11ms, both of which match up with how the controller actually feels in hand.

Software: a lot more packed in here than I expected

I assumed the PC app (BEITONG iControl) would be your standard bare-bones remap tool, and ended up spending far longer in it than planned because there's genuinely a ton to dig into. Full button remapping is there obviously, but you also get macros with proper multi-step recording, per-button turbo settings, deadzone tuning on both sticks (even though the hardware sits at essentially 0% natively), trigger response curve adjustment, and separate profiles you can save and switch between depending on the game. I've got one profile built for shooters with the back buttons set to jump and crouch, and a more laid-back one for everything else.

You can also tweak RGB lighting zones, adjust vibration strength separately for the main motors versus the trigger rumble, and there's a stick calibration tool on hand if anything ever feels slightly off-center. The feature I find most impressive though is that it detects which modules are physically installed and updates the on-screen layout to match automatically. Swap in a different ABXY module and it visually reflects that change on screen, which worked more smoothly than I expected, and it seems to also pull up the deadzone and sensitivity profile tied to whichever module is currently in.

Should you get it?

Really comes down to what you're after in a controller. If you'd rather set things up once and never touch it again, the Pangu is probably overkill for you, there's a lot happening here and the value only really shows up if you're actually rotating modules between games or you've been looking for a way to deal with stick drift without replacing an entire controller.

But if your gaming habits span multiple genres and you like the idea of dialing in your setup, or drift has burned you before and you'd rather swap out a $15 part than the whole unit, this is genuinely one of the more interesting options out there right now. Build quality has held up throughout the month I've had it, no creaking, no loose modules, nothing coming apart, and overall I've come away liking it more than I expected to.

The base controller runs around $120 on its own, and about $190 total if you pick up the extra module pack as well, which isn't cheap, so this is really a purchase for people who already know they'll make use of the modularity rather than an impulse buy.

RATING:

BUILD QUALITY: 9/10 Tight tolerances, no creaking despite being made of swappable blocks, modules lock in solid.

MODULARITY: 9.5/10 This is the actual selling point and it works as advertised. Only real knock is the symmetrical layout not being usable.

PERFORMANCE: 8/10 Wired and dongle both feel snappy in real use, Bluetooth is the weak link if responsiveness matters to you.

ERGONOMICS: 7.5/10 Big controller, great if you have medium to large hands, less great if you don't.

SOFTWARE: 8.5/10 Genuinely useful features like the auto module detection, held back by incomplete English translation.

OVERALL: 8.2/10 Not for everyone, but if you're the tinkering type or just tired of dealing with stick drift, it delivers on what it's trying to do.

Thanks for reading, happy to answer questions on specific module combos or setup stuff in the comments.

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u/Intelligent_Fail_520 — 21 days ago