> ## Documentation Index
> Fetch the complete documentation index at: https://devdocs.xbox.com/llms.txt
> Use this file to discover all available pages before exploring further.

# XAG 110: Haptic feedback

> XAG 110 guidance for haptic feedback: let players disable haptics and adjust intensity, and never use rumble as the sole channel for critical game information.

## Goal

Ensure players can configure haptic feedback — supporting players who benefit from it as an additional output modality **and** players who prefer to disable it due to discomfort or pain.

## Overview

Haptics deepen immersion and act as a bonus channel for players who can't see or hear cues. But haptics can also cause distraction, discomfort, or pain for players with sensory-processing conditions or chronic pain. And not every input device even has motors (XBOX Adaptive Controller, most mice).

So: **haptics are always additional, never sole**, and **always configurable**.

## Scoping questions

Does your game use haptic feedback? If so:

* Can players **disable** haptic feedback entirely?
* Can players **adjust the intensity**?
* Does your game use haptic feedback **alone** to convey any information? (It shouldn't — provide additional channels.)

## Implementation guidelines

If haptic feedback is a supported feature, players can:

* **Turn it off.**
* **Adjust intensity** across a wide range (from off to maximum).
* **Rely on other feedback.** Haptic feedback is never the sole channel — always paired with visual and/or auditory indicators.

Consider adding haptic cues as an **optional additional channel** for important visual or audio information. See [XAG 103: Additional channels for visual and audio cues](/build/game-principles/accessibility/xag-deep-dives/xag-103-additional-cues).

## Potential player impact

| Player                                                                     | Impacted |
| -------------------------------------------------------------------------- | :------: |
| Players without vision                                                     |     ✔    |
| Players with low vision                                                    |     ✔    |
| Players with little or no color perception                                 |     ✔    |
| Players without hearing                                                    |     ✔    |
| Players with limited hearing                                               |     ✔    |
| Players with cognitive or learning disabilities                            |     ✔    |
| Players with prosthetic devices (prosthetic hands may not perceive rumble) |     ✔    |
| Players with sensory-processing disorders or chronic pain                  |     ✔    |

## Resources

* [Include toggle/slider for any haptics](http://gameaccessibilityguidelines.com/include-toggle-slider-for-any-haptics/)
* API: [GameInputHapticFeedbackParams](https://developer.microsoft.com/games/xbox/docs/gdk/GameInputHapticFeedbackParams) *(NDA)*
* API: [GameInputHapticFeedbackMotorInfo](https://developer.microsoft.com/games/xbox/docs/gdk/GameInputHapticFeedbackMotorInfo) *(NDA)*
* API: [GameInputHapticWaveformInfo](https://developer.microsoft.com/games/xbox/docs/gdk/GameInputHapticWaveformInfo) *(NDA)*


## Related topics

- [XAG 103: Additional channels for visual and audio cues](/build/game-principles/accessibility/xag-deep-dives/xag-103-additional-cues.md)
- [XBOX Accessibility Guidelines (XAG)](/build/game-principles/accessibility/xbox-accessibility-guidelines.md)
- [GameInputHapticFeedbackParams](/reference/input/gameinput/deprecated/structs/gameinputhapticfeedbackparams.md)
- [GameInputHapticFeedbackMotorInfo](/reference/input/gameinput/deprecated/structs/gameinputhapticfeedbackmotorinfo.md)
- [GameInput hardware: force feedback, haptics, and sensors](/build/core-features/common/input/hardware/index.md)
