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2026-10-05

Nacon's PS5 Controller With Built-In Screen: A $299 Distraction

[ PADDOCK LEDGER — Sim Desk ] Nacon just announced the first officially licensed PlayStation 5 controller with a built-in screen. Yes, a screen. On a controller. Because apparently, glancing at your 65-inch television was simply asking too much of the modern sim racer. The Revolution 5 Pro features a 1.85-inch touchscreen nestled right there in the middle of your grip, promising to display telemetry, chat messages, and whatever else you absolutely need to see while you're trying to hold a line through Eau Rouge at 180 miles per hour. Sony blessed it, so it's official. It's also $299. Let's be clear: this isn't about need. Nobody needed a screen on their controller. The screen on the wall was doing fine. This is about want, and specifically, the sim racing community's pathological need to add more pixels, more data overlays, and more excuses for why they binned it in turn three. "Sorry, mate, was checking my tire temps on the controller screen" is the new "lag." I've spent enough hours in GT3 cockpits—virtual and otherwise—to know that information overload doesn't make you faster. Clean inputs do. A screen on your controller won't teach you threshold braking or proper trail-braking technique. It will, however, give you something very expensive to stare at while you understeer into the gravel. The PlayStation ecosystem has always been the accessible gateway into sim racing—Gran Turismo built careers and sparked obsessions for a generation of drivers who couldn't afford a dedicated PC rig. That's a good thing. But somewhere along the way, the hardware arms race that used to belong exclusively to the PC master race crowd has trickled down. Now we're putting screens on controllers and charging supermarket-grocery-run money for the privilege. Is it well-built? Probably. Nacon makes solid gear. Is the screen sharp and responsive? I'm sure it is. Will it make you a better driver? Not even remotely. The irony is that the best sim racers I know—guys running top-split endurance races at Le Mans, Nurburgring, Sebring—don't need another screen. They've already got their HUD dialed in to show only what matters: delta, fuel, tire wear. Everything else is noise. Adding a controller screen to that mix is like hiring a pit crew to read you bedtime stories during a driver change. Adorable. Utterly useless. But here's the thing: it'll sell. It'll sell because the sim racing scene has conditioned itself to believe that the next piece of hardware is the missing link between midfield mediocrity and podium pace. Spoiler: it's not. The missing link is seat time, racecraft, and the humility to watch your own replay and admit you got your braking point wrong. Skills over bills, always. Even when the bills come with a touchscreen.