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[PS Blog] Devs reveal their upcoming DualSense wireless controller implementations

Do you like the DualSense features support so far?


  • Total voters
    99

Bo_Hazem

Banned
From tactile sensations to bursts of emotional energy, here’s a peek at some creative uses for the DualSense controller.

Brett Elston
Manager, Content Communications, SIE:

Earlier today we revealed two striking new colors for the DualSense wireless controller: Cosmic Red and Midnight Black, both available starting in June. This update was paired with an insightful Returnal deep dive that highlighted Housemarque’s amazing implementation of the DualSense controller’s many features.

To round out today’s news, we’ve also gathered a few updates from upcoming games that take advantage of adaptive triggers, haptic feedback, and more. If you’ve played titles like Returnal and Astro’s Playroom, you know how integral the DualSense controller can be to the full experience. We’re excited to see (and feel!) how developers use the controller to further pull players into the game.*





Here’s what they had to say:

Ratchet & Clank: Rift Apart

Insomniac Games: We love how the fidelity of the controller’s haptics allow us to give so many things in the world a distinct feel and the range allows us to support bombastic responses like explosions all the way down to footsteps without the sensation getting old. Although firing weapons and striking different surfaces with your wrench were no-brainers for haptics, we found that we could also use many more subtle cues that make the haptic canvas feel full.

For example, the simple act of picking up bolts from a defeated enemy is that much more satisfying when you feel a tiny impulse from each on in your hands, complemented by a subtle controller sound. Simply using the weapon wheel or scanning the map become more enjoyable when you feel a faint click as you highlight objects.

Subnautica: Below Zero

Unknown Worlds: When we first held a DualSense controller in our hands, we knew we had to take advantage of its awesome features in Subnautica: Below Zero (launching on PS4 and PS5… tomorrow!).

We’ve taken advantage of haptic feedback by connecting players to certain powered tools. You’ll feel like you’re actually turning on the Flashlight’s switch, or feel the coil of the cable in your PrawnSuit as it launches from your Grappling Arm. The drilling sensation as you drill for resources with your Drill Arm also adds to the immersion.




When players use the new Metal Detector tool and select a target resource, we use rumble and vibration to help players actually feel where their target is through the controller. Varying levels and speeds of vibration rumble in the correct direction of the resource helps let players know if things are on their left, to their right, or right in front of them, simply by holding their controller.

To help emphasize how close players are to their target, we also use the new RGB Strip of the DualSense controller to pulse faster as players get closer to their resource objective. Driving both the directional vibration and the RGB pulse is the actual data that the in-game tool is receiving in real-time, so it’s always dynamic and accurate to what the player is seeing and feeling while playing.

With these great features combined, it really feels like you have a working Metal Detector tool in your hands.

Ghostwire: Tokyo

Tango Gameworks: The opportunities that DualSense controller technology presents for Ghostwire: Tokyo couldn’t excite us more. The combination of haptic feedback, adaptive triggers and built-in audio lets players further immerse themselves in the supernatural world of the game.

With haptic feedback, players attune themselves to their surroundings, aided by otherworldly voices emanating from the controller’s speakers. This lets you use your “sixth sense,” perceiving things normal humans cannot and using that insight to help solve the many mysteries enveloping the city of Tokyo.




In combat, players weave elemental powers with their hands to take on malicious spirits, and the DualSense controller’s adaptive triggers bring these powers to life by offering each their own distinct, tangible feeling. Even with your eyes closed, you can tell the difference between wielding snappy, precise bursts of wind; the destructive rush of water; and the raw devastation of fire. Attempting risky exorcisms at close range is even more intense, as the triggers help simulate the act of pulling a spectral enemy’s core out with your own hands.

As players hone their supernatural prowess, the controller’s capabilities will also “power up.” The stronger their abilities become, the stronger the feedback from the controller will be, creating a noticeable sensation of real progress that we cannot wait for Ghostwire players to experience themselves.

Life is Strange: True Colors

Deck Nine: At its core, Life is Strange: True Colors is about connecting with people through Alex Chen’s psychic power of Empathy. Alex’s supernatural ability allows her to view and experience the strong emotions of others through their brightly colored auras – and so the burning red of Anger, sharp purple of Fear, deep blue of Sadness, and shining gold of Joy will all blaze into life through the new light bar as you connect with each of them.




As you explore the streets and spaces of Haven Springs, reaching out with Alex’s growing power using the left trigger, you’ll find the trigger feedback strength ramps up as the power builds in intensity, haptically hinting at the volatile, supernatural sense that’s just barely under Alex’s control. Even as Alex becomes more confident in her power across the arc of the game, it’s never something she taps into lightly.

Scarlet Nexus

Bandai Namco: In Scarlet Nexus, players will wield psychokinetic abilities to lift and hurl objects at enemies. The DualSense controller is a great match for this power, as both the haptics and adaptive triggers enhance the sensation of smashing pieces of the environment into foes.


When you lift and toss objects, you will feel the flow of the hero’s power, no matter if it’s from left to right, or front to back. When the object moves from left to right on-screen, the sensation is achieved by having the left motor vibrate then move along to the right motor.

Moreover, adaptive triggers provide players with a more realistic game experience. Just like you sense weight and resistance while picking up objects in real life, you’ll feel like you’re lifting an in-game object with your own strength.

Mobile Suit Gundam Battle Operation 2




Bandai Namco: The PS5 version of GBO2 utilizes the DualSense controller to better imitate the feeling of firing various weapons, from resistance when pulling the trigger to feedback that indicates your projectile hit its target.

When using L2 or R2 for attack, pilots will notice a resistance to simulate the pulling of an actual trigger. For example, with the bazooka the resistance will cause the trigger to catch at the input position just before the bullet is fired, and as you continue to pull the trigger, the bullet will fire and release the tension. We have also created a stronger rumble at the time of discharge, and a longer trail (the rumbling will last longer) to recreate the discharge of a larger caliber bullet.

We also made modifications to the vibration patterns of different weapons – you’ll have a unique sensation whether you are using a machine gun or beam rifle. For melee attacks, we’ve recreated the effect of your hands feeling tingly after you hit something. When your attack lands on an opponent, the effect is meant to feel like you’ve dealt a heavy blow to them.

This new tactile experience is based on the sound file for each weapon to provide both the audio and haptic feedback, while the weapon fire and weapon switch audio will output from the DualSense controller’s built-in speaker, making your experience as immersive as possible.

Kena: Bridge of Spirits





Ember Lab:
Development with the DualSense controller has allowed us to add a deeper level of immersion to the experience in Kena. As a Spirit Guide, Kena can transform her staff into a bow and this mechanic takes full advantage of the DualSense adaptive triggers. When Kena draws her bow, players can feel the resistance in the triggers as the wood bends and strains under pressure. In combination with the haptic feedback, the player has the sensation of drawing a bow.

Returnal

Housemarque: The immediate new potential DualSense brought to the table is the ability to fully convince and immerse with haptic feedback detail that simply was not possible before. We can now provide subtle details that cross the threshold for what the hands and brain believe to be real and truly bring the players consciousness into the world on screen.



As an example, the rain in Returnal is complemented by subtle raindrop haptic pulses, that are procedurally synthesised at runtime, which allowed us to refine and tweak the feel of them on the fly whilst playing in-game. The end result of that approach is that along with the visuals and audio, the haptic sensations produced by the DualSense controller give your subconscious brain yet another indication that it really is in the world of Atropos, standing in the rain. (Check out the full article for more details!)

 

elliot5

Member
R849bc2f6bb1a2cc699688b10922641f6

Hey, Jim Ryan here. Thanks for the post, Bo. Check your paypal. ;)
 

Celcius

°Temp. member
So far the only PS5 game I have is Astro's Playroom and it's amazing in that game.
Otherwise so far I just have some PS4 games and it's been as expected for those.
I'm really looking forward to seeing how it's used for Gran Turismo 7.
 

Bo_Hazem

Banned
The DualSense is amazing when utilized. Sadly, only PS5 exclusives seem to make much use of them. Astro and Returnal get an A+ for their implementations.

Other games such as Demon's Souls, Spider-Man and Sackboy do some cool things too, but not on the same level as Returnal and Astro.

Yes Astro and Returnal so far are the best. Expecting R&C to be added to that short list.
 

skit_data

Member
It is indeed the best controller I have ever used all things considered. I always turned off rumble, but the haptics i always leave on and they’re now an integral part of the experience. Really like the triggers, especially in Returnal. I’ve missed the dual function triggers since the Gamecube days and these are even more flexible.

That said, I like the size of the DS4 better, but I think its down to how much more time I have used it compared to the Dualsense.
 
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01011001

Banned
games that actually use the triggers in a meaningful way that is a big +, like Returnal, or Ratchet where the pressure point actually triggers 2 different actions.
in some games like Astrobot and Destruction allstars it is really well implemented as a feedback mechanism. (although in 1 spot in Astrobot it's not purely feedback but it's actually also used in a gamplay way in the Monkey suit)

where it actually sucks, is in stuff like Control, CoD or RE8 where it's clearly tacked on and actually annoying more than cool or interesting.
 
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Heisenberg007

Gold Journalism
The DualSense is amazing when utilized. Sadly, only PS5 exclusives seem to make much use of them. Astro and Returnal get an A+ for their implementations.

Other games such as Demon's Souls, Spider-Man and Sackboy do some cool things too, but not on the same level as Returnal and Astro.
Control, Wreckfest, WRC9, Avengers, etc. also use the controller very well.

I believe developers will get better at it with more familiarity and time. And we will see it getting used more effectively on a broader scale by nearly everyone.
 

Panajev2001a

GAF's Pleasant Genius
From tactile sensations to bursts of emotional energy, here’s a peek at some creative uses for the DualSense controller.

Brett Elston
Manager, Content Communications, SIE:

Earlier today we revealed two striking new colors for the DualSense wireless controller: Cosmic Red and Midnight Black, both available starting in June. This update was paired with an insightful Returnal deep dive that highlighted Housemarque’s amazing implementation of the DualSense controller’s many features.

To round out today’s news, we’ve also gathered a few updates from upcoming games that take advantage of adaptive triggers, haptic feedback, and more. If you’ve played titles like Returnal and Astro’s Playroom, you know how integral the DualSense controller can be to the full experience. We’re excited to see (and feel!) how developers use the controller to further pull players into the game.*





Here’s what they had to say:

Ratchet & Clank: Rift Apart

Insomniac Games: We love how the fidelity of the controller’s haptics allow us to give so many things in the world a distinct feel and the range allows us to support bombastic responses like explosions all the way down to footsteps without the sensation getting old. Although firing weapons and striking different surfaces with your wrench were no-brainers for haptics, we found that we could also use many more subtle cues that make the haptic canvas feel full.

For example, the simple act of picking up bolts from a defeated enemy is that much more satisfying when you feel a tiny impulse from each on in your hands, complemented by a subtle controller sound. Simply using the weapon wheel or scanning the map become more enjoyable when you feel a faint click as you highlight objects.

Subnautica: Below Zero

Unknown Worlds: When we first held a DualSense controller in our hands, we knew we had to take advantage of its awesome features in Subnautica: Below Zero (launching on PS4 and PS5… tomorrow!).

We’ve taken advantage of haptic feedback by connecting players to certain powered tools. You’ll feel like you’re actually turning on the Flashlight’s switch, or feel the coil of the cable in your PrawnSuit as it launches from your Grappling Arm. The drilling sensation as you drill for resources with your Drill Arm also adds to the immersion.




When players use the new Metal Detector tool and select a target resource, we use rumble and vibration to help players actually feel where their target is through the controller. Varying levels and speeds of vibration rumble in the correct direction of the resource helps let players know if things are on their left, to their right, or right in front of them, simply by holding their controller.

To help emphasize how close players are to their target, we also use the new RGB Strip of the DualSense controller to pulse faster as players get closer to their resource objective. Driving both the directional vibration and the RGB pulse is the actual data that the in-game tool is receiving in real-time, so it’s always dynamic and accurate to what the player is seeing and feeling while playing.

With these great features combined, it really feels like you have a working Metal Detector tool in your hands.

Ghostwire: Tokyo

Tango Gameworks: The opportunities that DualSense controller technology presents for Ghostwire: Tokyo couldn’t excite us more. The combination of haptic feedback, adaptive triggers and built-in audio lets players further immerse themselves in the supernatural world of the game.

With haptic feedback, players attune themselves to their surroundings, aided by otherworldly voices emanating from the controller’s speakers. This lets you use your “sixth sense,” perceiving things normal humans cannot and using that insight to help solve the many mysteries enveloping the city of Tokyo.




In combat, players weave elemental powers with their hands to take on malicious spirits, and the DualSense controller’s adaptive triggers bring these powers to life by offering each their own distinct, tangible feeling. Even with your eyes closed, you can tell the difference between wielding snappy, precise bursts of wind; the destructive rush of water; and the raw devastation of fire. Attempting risky exorcisms at close range is even more intense, as the triggers help simulate the act of pulling a spectral enemy’s core out with your own hands.

As players hone their supernatural prowess, the controller’s capabilities will also “power up.” The stronger their abilities become, the stronger the feedback from the controller will be, creating a noticeable sensation of real progress that we cannot wait for Ghostwire players to experience themselves.

Life is Strange: True Colors

Deck Nine: At its core, Life is Strange: True Colors is about connecting with people through Alex Chen’s psychic power of Empathy. Alex’s supernatural ability allows her to view and experience the strong emotions of others through their brightly colored auras – and so the burning red of Anger, sharp purple of Fear, deep blue of Sadness, and shining gold of Joy will all blaze into life through the new light bar as you connect with each of them.




As you explore the streets and spaces of Haven Springs, reaching out with Alex’s growing power using the left trigger, you’ll find the trigger feedback strength ramps up as the power builds in intensity, haptically hinting at the volatile, supernatural sense that’s just barely under Alex’s control. Even as Alex becomes more confident in her power across the arc of the game, it’s never something she taps into lightly.

Scarlet Nexus

Bandai Namco: In Scarlet Nexus, players will wield psychokinetic abilities to lift and hurl objects at enemies. The DualSense controller is a great match for this power, as both the haptics and adaptive triggers enhance the sensation of smashing pieces of the environment into foes.


When you lift and toss objects, you will feel the flow of the hero’s power, no matter if it’s from left to right, or front to back. When the object moves from left to right on-screen, the sensation is achieved by having the left motor vibrate then move along to the right motor.

Moreover, adaptive triggers provide players with a more realistic game experience. Just like you sense weight and resistance while picking up objects in real life, you’ll feel like you’re lifting an in-game object with your own strength.

Mobile Suit Gundam Battle Operation 2




Bandai Namco: The PS5 version of GBO2 utilizes the DualSense controller to better imitate the feeling of firing various weapons, from resistance when pulling the trigger to feedback that indicates your projectile hit its target.

When using L2 or R2 for attack, pilots will notice a resistance to simulate the pulling of an actual trigger. For example, with the bazooka the resistance will cause the trigger to catch at the input position just before the bullet is fired, and as you continue to pull the trigger, the bullet will fire and release the tension. We have also created a stronger rumble at the time of discharge, and a longer trail (the rumbling will last longer) to recreate the discharge of a larger caliber bullet.

We also made modifications to the vibration patterns of different weapons – you’ll have a unique sensation whether you are using a machine gun or beam rifle. For melee attacks, we’ve recreated the effect of your hands feeling tingly after you hit something. When your attack lands on an opponent, the effect is meant to feel like you’ve dealt a heavy blow to them.

This new tactile experience is based on the sound file for each weapon to provide both the audio and haptic feedback, while the weapon fire and weapon switch audio will output from the DualSense controller’s built-in speaker, making your experience as immersive as possible.

Kena: Bridge of Spirits





Ember Lab:
Development with the DualSense controller has allowed us to add a deeper level of immersion to the experience in Kena. As a Spirit Guide, Kena can transform her staff into a bow and this mechanic takes full advantage of the DualSense adaptive triggers. When Kena draws her bow, players can feel the resistance in the triggers as the wood bends and strains under pressure. In combination with the haptic feedback, the player has the sensation of drawing a bow.

Returnal

Housemarque: The immediate new potential DualSense brought to the table is the ability to fully convince and immerse with haptic feedback detail that simply was not possible before. We can now provide subtle details that cross the threshold for what the hands and brain believe to be real and truly bring the players consciousness into the world on screen.



As an example, the rain in Returnal is complemented by subtle raindrop haptic pulses, that are procedurally synthesised at runtime, which allowed us to refine and tweak the feel of them on the fly whilst playing in-game. The end result of that approach is that along with the visuals and audio, the haptic sensations produced by the DualSense controller give your subconscious brain yet another indication that it really is in the world of Atropos, standing in the rain. (Check out the full article for more details!)



After trying Astro’s PlayRoom I was sold… when you combine haptics with adaptive triggers and motion controls (and the built-in even higher quality than DS4 speakers) you get a very large generational upgrade controller wise.

It seems that third party developers are picking it up and running away with it too (it seems like Sony made it easy enough to use these features).
 

Dream-Knife

Banned
I just want to add that when firearms malfunction ie "jam", the trigger gets lighter not heavier. If they're out of battery the sear isn't engaged.

Just a annoyance I have at peoples suggested use of the triggers.
 

Markio128

Gold Member
Returnal uses the dual sense really well and it makes a big difference to the immersion. I have just started playing Subnautica as well, which looks and plays great on the PS5. It’s just a sweet bonus to not only play new games, but play them with such a cool controller. I really miss it when it is not used, as in the recent Mass Effect trilogy.
 
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Does Demon souls use the adaptive triggers? I've only felt it when using the bow and only if I press the trigger slowly. If you press too fast it doesn't engage, which is weird. Haven't encountered any other uses of it so far but I'm still early in the game.
 
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Bo_Hazem

Banned
games that actually use the triggers in a meaningful way that is a big +, like Returnal, or Ratchet where the pressure point actually triggers 2 different actions.
in some games like Astrobot and Destruction allstars it is really well implemented as a feedback mechanism. (although in 1 spot in Astrobot it's not purely feedback but it's actually also used in a gamplay way in the Monkey suit)

where it actually sucks, is in stuff like Control, CoD or RE8 where it's clearly tacked on and actually annoying more than cool or interesting.

I liked it in Control, didn't play COD/RE8 (not buying/playing them), but I think devs should offer options of those features implementations and changing things up just like other stuff in the menu so you can turn on/off some stuff or change how the adaptive triggers work.

At least he gets paid longdi longdi gets paid in gamepass subs.

tumblr_inline_nnqrn8VOba1qjz2y7_500.gifv


After trying Astro’s PlayRoom I was sold… when you combine haptics with adaptive triggers and motion controls (and the built-in even higher quality than DS4 speakers) you get a very large generational upgrade controller wise.

It seems that third party developers are picking it up and running away with it too (it seems like Sony made it easy enough to use these features).

It's very easy to implement as well, the haptic feedback, and precise because it's sound-based. You don't need to be an expert to translate audio to haptics, and yet it can't be replicated with traditional rumble:





And because the DualSense has a dedicated RealTek audio chip, like the ones on PC motherboards, so it has superior audio to DualShock 4 or Xbox controller/Elite through the 3.5 jack aligned with better Bluetooth.

uk4Xz7il.jpg



That's why the on-board mic sounds so good as well if you don't have a headset and use it, and that's why the speaker has been drastically improved. Simply put there is no controller as advanced as DualSense and the $69 pricetag is pretty cheap for what's offered.
 
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DeepSpace5D

Member
Returnal made me a believer in the Dualsense features. It really adds to the experience with the various different feedback you feel and how different interactions actually feel different from one another in the controller. Feeling raindrops, standing next to malignant properties, taking damage, installing augments, all have different sensations to them. Even the weapons feel differently when you fire them. Firing the electric pylon driver feels completely different than the spitmaw blaster for example.

The adaptive trigger for the main fire and then hard press for alt-fire is awesome as well and once you get used to it you feel like a killing machine dashing around and alternating between the two.

It really added to the immersion overall and made Dualsense utilization a selling point for me from now on if it can be utilized for other games as effectively as Housemarque have done.
 

Haggard

Banned
I like the possibility to turn the adaptive triggers into several buttons like it`s done in Returnal, aside from that I always want to disable everything. The haptic`s novelty wears off quickly and after that it`s just distracting rumble imho.
 
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N1tr0sOx1d3

Given another chance
I like the possibility to turn the adaptive triggers into several buttons like it`s done in Returnal, aside from that I always want to disable everything. The haptic`s novelty wears of quickly and after that it`s just distracting rumble imho.
You’re right to a certain extent. For competitive play, the adaptive triggers can be a handicap. The great news is you can can always turn it off to suit the game you play.
 

SLB1904

Banned
I like the possibility to turn the adaptive triggers into several buttons like it`s done in Returnal, aside from that I always want to disable everything. The haptic`s novelty wears of quickly and after that it`s just distracting rumble imho.
Dualshock 4 feels dead to me now, and its very noticeable when the rumble kicks in. so yeah the haptics are one the best things that happen this gen hands down
 

Panajev2001a

GAF's Pleasant Genius
I liked it in Control, didn't play COD/RE8 (not buying/playing them), but I think devs should offer options of those features implementations and changing things up just like other stuff in the menu so you can turn on/off some stuff or change how the adaptive triggers work.



tumblr_inline_nnqrn8VOba1qjz2y7_500.gifv




It's very easy to implement as well, the haptic feedback, and precise because it's sound-based. You don't need to be an expert to translate audio to haptics, and yet it can't be replicated with traditional rumble:





And because the DualSense has a dedicated RealTek audio chip, like the ones on PC motherboards, so it has superior audio to DualShock 4 or Xbox controller/Elite through the 3.5 jack aligned with better Bluetooth.

uk4Xz7il.jpg



That's why the on-board mic sounds so good as well if you don't have a headset and use it, and that's why the speaker has been drastically improved. Simply put there is no controller as advanced as DualSense and the $69 pricetag is pretty cheap for what's offered.

Arguing against generational controller improvements feels like arguing against better tires, shocks, and the whole suspensions system and just focusing on the HP of the engine… instead of what connects you to the actual road too.

The controller connects you to the game, it can be a big differentiator for the gaming experience.
 
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Bo_Hazem

Banned
Arguing against generational controller improvements feels like arguing against better tires, shocks, and suspensions and just focusing on the HP of the engine… instead of what connects you to the actual road too.

The controller connects you to the game, it can be a big differentiator for the gaming experience.

I expect that example from gearheads. Also this smells like you own a German car or a Japanese sport car. :messenger_winking_tongue:
 

Bo_Hazem

Banned
Cough cough… used to (right now it is Japanese but hybrid not too sporty 😂).

Well, understandable. Life is getting tighter.:lollipop_anxious_sweat: With police and speedtraps on every corner lately (not to mention that the head of whole region police department is only 1.5km/1 mile away from home) I went 4x4 and 100% driving to the speed limits, but would climb off the street in a road jam if needed.:messenger_winking_tongue:
 
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Bo_Hazem

Banned
I honestly have a problem with the 2 phase L2 on Returnal. Although implemented properly, they have R1 literally empty and they could've really used that alt-fire there instead.
 
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Elios83

Member
I'm waiting for Ratchet and Clank to make proper use of it. Hopefully it's like Astrobot where it makes a huge difference.
I skipped Returnal because it's not my genre and RE8 just supported the adaptive triggers with a nice but nothing special implementation.
 
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Bo_Hazem

Banned
I'm waiting for Ratchet and Clank to make proper use of it. Hopefully it's like Astrobot where it makes a huge difference.
I skipped Returnal because it's not my genre and RE8 just supported the adaptive triggers with a nice but nothing special implementation.

I think it'll be pioneering in that regard with Astro and Returnal.
 
I honestly have a problem with the 2 phase L2 on Returnal. Although implemented properly, they have R1 literally empty and they could've really used that alt-fire there instead.
They have two control schemes I'm pretty sure the other one is literally what youre saying lol
 

Ellery

Member
Awesome. When they announced it I feared a bit that 3rd party games wouldn't use this amazing featuer and I am very glad that I was wrong !
 

[Sigma]

Member
Let's see if these will be as good as Returnal's implementation. DualSense is the goat standard controller, im already convinced. DualSense and PS5's SSD with near instant loading, being shown when it comes to 1st party. 3rd party need to step it up and stop holding the PS5 back:messenger_confused:
 

HeisenbergFX4

Gold Member
You must die.

Joking

:messenger_winking_tongue:

I don't have a PS5 but I used the Haptics on my PC and I really like them. But I have no idea what the triggers feel like. They do sound very interesting though.

Its very cool in practice I have just had surgeries on my wrist (among many other body parts) and my hand strength isnt what it used to be and sometimes those adaptive triggers can really take a toll on my hand after extended game sessions.
 

SirTerry-T

Member
My old Kempston Competition Pro joystick did the "bursts of emotional energy" thing.
There are still dents in my old bedroom wall where a "burst of emotional energy" (TM) would make the joystick hurl itself out of my hands every time I lost a life in Green Beret or missed a jump in Monty On The Run.

Amazing haptics, bloody expensive to keep replacing the stick and buying wall filler though.
 

THE DUCK

voted poster of the decade by bots
I'm perplexed by the dual sense. I'm huge xbox controller fan in the past. The dual sense fits my hands much better now, and it's a massive upgrade from the dual shock 4.
In some ways I prefer it now vs the xbox controller. I think I just wish the sticks were in different spots. Love the 4 way digital, soft and easy to use. And the buttons, easy to press.

As to the haptics, they are both absolutely amazing and then sometimes anoying and distracting. I think in the end I'd rather have it than not, I'm looking foreward to the implementation in ratchet. I think Sony did a good thing here overall.
 

cragarmi

Member
Its very cool in practice I have just had surgeries on my wrist (among many other body parts) and my hand strength isnt what it used to be and sometimes those adaptive triggers can really take a toll on my hand after extended game sessions.
You can reduce the strength of the effect in the console settings, I have to, due to joint instability. Dirt 5 was the killer for me. I found a bug where the triggers kept moving even after a race has finished, it only seems to happen in 1 track though, so now I don't rest my fingers on the triggers in the menus! Lesson learned.
 
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Isa

Member
Thanks for the post! Preordered the Cosmic Red controller. I love the DualSense, Astro is amazing, in particular the variety of effects it can pull off. Among my favorites is squeezing the trigger until something breaks lol. Plus the speaker is much better and it took me a little while to notice it was adding to the experience such as when skating on ice. So far the controller has kept me glued to my PS5 over the Series X. For me the controller matters, not knocking the Xbox though. If it continues to be well implemented I can see my purchases being mainly on PS even if the performance is better elsewhere, that's how good the controller is to me.

I can't wait to see what comes next, this gen could really wow us once devs get up to speed.
 

Bo_Hazem

Banned
Its very cool in practice I have just had surgeries on my wrist (among many other body parts) and my hand strength isnt what it used to be and sometimes those adaptive triggers can really take a toll on my hand after extended game sessions.

You can reduce the strength of the effect in the console settings, I have to, due to joint instability. Dirt 5 was the killer for me. I found a bug where the triggers kept moving even after a race has finished, it only seems to happen in 1 track though, so now I don't rest my fingers on the triggers in the menus! Lesson learned.

I'm sorry to hear that, dear friends. This is what happens when you don't workout (AKA shaking hands with the milkman).
 
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