...these two points aren't at all related.Nintendo should of put a secondary chip in to handle party, streaming, Video game recording instead of this crap and you know it.
...these two points aren't at all related.Nintendo should of put a secondary chip in to handle party, streaming, Video game recording instead of this crap and you know it.
Sounds pretty nuts, though I think it's one of those things where you have to feel it for yourself to understand.
...these two points aren't at all related.
Yes they have. It's immersion technologies.
https://www.immersion.com/core-gaming/
http://www.businesswire.com/news/ho...-Enter-Agreement-Bring-Immersion’s-TouchSense
Once it is adapted to the Nintendo Switch system, game developers will be able to use Immersion's TouchSense software suite to design games for the Nintendo Switch system. Immersion's TouchSense software will help developers provide immersive touch-based gaming controls to players around the world.
Thanks for this. Having 8 or 16 actuators isn't cheap and neither is paying for the patent or licensing the tech from this company...that is why the Joycons are so much money. I'm surprised people are up in arms over them. They are expensive, yeah, but I feel like they are so much more technologically advanced than people expected. It makes Apple's haptic feedback look a little aged even and that just came out.
Imagine a Helmet VR with this Rumble. The pat sensation. *Japan drools*
HD rumble is also the missing link from motion controls that the Joycons support. Now you can finally accurately feel weight and hits while moving instead doing so in empty air.
HD rumble is also the missing link from motion controls that the Joycons support. Now you can finally accurately feel weight and hits while moving instead doing so in empty air.
Ok holy shit. I NEED a game based around archery utilizing this kind of tech like now.
Skyward Sword HD with HD rumble.
I don't know how 8 little motors can simulate 6 marbles rolling around inside a box, clanging against the walls and each other.
It sounds more like large motors which can be activated in a variety of areas along each motor and a variety of intensities, with some very clever software libraries detailing how different actions and materials should behave. Not that I have any idea if that's even possible.
All the time if the games allow it,Which should be all if not the majority of them since it's just an advanced rumble feature with sensitivity. Also Pro controllers have this feature too.
The real cool thing about this is when/if you try split joycons setup with one in each hand. You get HD rumble and the gyro feature which in combination is pretty nuts. Imagine playing Splatoon 2, another shooting game, or any type of action game with it.
Goddamit Cerium you stole my joke.Pikmin.
8 motors? From where is that information?
Modern haptic feedback dropped ERM (Eccentric Rotating Mass Motor).
The thing that throws me off with HD rumble is that it does not seem to be LRA (Linear Resonant Actuators), LRAs should not give sensations specifically like balls rolling in a box, where your skin can detect them in 3D space.
My iphone being the SE model, i didn't get to try their 3D touch / Taptic engine, but i'm pretty sure their actuator is giving a vibration on the whole thing (phone) and not specific points on the skin, right?
What is this witchcraft?![]()
Because if it's going to be anything like Nintendo's 3D, Nintendo's GamePad or Nintendo's motion controls, it might become a pointless gimmick that not a lot of developers take advantage of besides some simple stuff that only serves as a minor addition to the experience rather than an absolute game changer.
I'd say the criticism is validated, but Nintendo is free to prove everyone wrong. Otherwise it'll be just like the Kinect on the Xbox One.
This was known about the joycon back in December?
For those of you who have never heard of this, there is an arcade version of Luigi's Mansion (typically at Dave & Busters in America - not sure where else you could find it). It uses a vacuum-shaped light gun controller with two main buttons: the trigger which activates the suction of the vacuum, and a top button which flashes a bright light to stun ghosts.
But one of the coolest aspects of this game is the multi-layered force feedback it gives when you play. If you simply suck with the vacuum, you can feel a minor "vacuum-y" rumble, very akin to a hand vacuum. But when you suck up big objects - certain enemies, coins, etc. - you feel a forceful "clunk" in the back of the controller. It's extremely satisfying.
Now, obviously this isn't the same technology as the actual HD rumble, but it's a great example of how "higher definition force feedback" can make for a much more immersive experience. I, personally, haven't used the Switch yet, but I'm expecting games that take advantage of HD Rumble to have the slight edge, with regards to immersion, than games that don't utilize it.
On a side note, Luigi's Mansion Arcade is pretty short - three stages, each with an end boss - and a ridiculously fun co-op game. There are actually a handful of Nintendo games at large arcades like Dave & Busters. Mario Kart GP DX is one of my favorites.
Some people are really shameless. He copyed every single word:Well normal rumble is just a motor which spins, creating a vibration. Basically.
HD rumble uses linear actuators, similar to apple's "Taptic engine" which is what they use for the Force Touch stuff in the new iPhones and Apple Watch. I BELIEVE that these are different in that they are more like weighted electro magnets, rather than a simple spinning motor. This means you can create a much, much more subtle variety of sensations compared to a rumble motor which is pretty much just a spinning motor - all they can really do is produce differing speeds of vibration.
I'm not an expert myself but I'm sure others on here can give you more of a technical explanation of how the actuators actually work.
Some people are really shameless. He copyed every single word:
Filip favorite tool is a shovel as he loves to keep digging his hole.
Incredible bump
If I had to guess, I would say it comes from the arcade roots of videogames? Pinball machines often had "rumble" of sorts which made for wonderfully-tactile feedback while you played. To this day, the clack of the paddles on a genuine pinball machine makes all the difference.I wonder who came up with rumble. To me it's always been this gimmick that I never really wanted on. Most of the time it takes me out of the game rather than immerse me in it further. It's funny too because it really hasn't changed all that much since it's inception. You get some subtle uses (I honestly can't think of one really great rumble mechanic or innovation - using soft rumbles as an indication of something around me? Meh, big deal.), but 9 times out of 10 I'm going to the menu and turning rumble off after it annoys the shit out of me during a cutscene.
I wonder who came up with rumble. To me it's always been this gimmick that I never really wanted on. Most of the time it takes me out of the game rather than immerse me in it further. It's funny too because it really hasn't changed all that much since it's inception. You get some subtle uses (I honestly can't think of one really great rumble mechanic or innovation - using soft rumbles as an indication of something around me? Meh, big deal.), but 9 times out of 10 I'm going to the menu and turning rumble off after it annoys the shit out of me during a cutscene.
Anyone see what I did there?
I had a great idea for a youtube channel in the shower this morning. I'm going to call it Brilliant Insight. Came up with the name when I saw a brillo pad in my line of sight.
That's a really good question. If I had to guess, I would say it comes from the arcade roots of videogames? Pinball machines often had "rumble" of sorts which made for wonderfully-tactile feedback while you played. To this day, the clack of the paddles on a genuine pinball machine makes all the difference.
Thunder Blade in 1987 had a vibrating joystick, preceding the N64's rumble pack by a full decade. Light-gun games like Time Crisis also had awesome force-feedback guns (arcade versions) back in 1995. I'm sure other arcade games had it too.
Nintendo, SEGA, and Sony all drew heavily from the innovations of the arcade scene. It seemed like a natural thing to add to controllers since arcades had it, too.
Anyone see what I did there?