Indication that PS3 is getting vibration

i don't think SCEI will bring rumble controller until there is enough install base to convince them that the pad will sell quickly. it is definitely not a non-selling point for ps3 IMO
 
Is it possible to do joystick/flightstick like Force Feedback in the thumbsticks?
It should be by mounting a set of voice coils and permanent magnets inside the joypad. Kind of like the system used in harddrives to move the head assemblies. I've pened up a whole bunch of old ones and the mechanics is actually very simple. Just 1 moving part and that's it.

Not sure if the device could be made small enough though or what the power consumption would be. Probably quite a bit if one wants decent FF.. Batteries would likely not last all that long so it would likely tether gamers again with a USB cord.

Peace,.
 
It should be by mounting a set of voice coils and permanent magnets inside the joypad. Kind of like the system used in harddrives to move the head assemblies. I've pened up a whole bunch of old ones and the mechanics is actually very simple. Just 1 moving part and that's it.

Not sure if the device could be made small enough though or what the power consumption would be. Probably quite a bit if one wants decent FF.. Batteries would likely not last all that long so it would likely tether gamers again with a USB cord.

Peace,.

I would trade battery life for FF enabled thumbsticks.
 
Not sure I'd want FF on thumbsticks myself actually. I think aiming in FPS games is hard enough as it is..

Shaking to simulate environmental impacts brings enough realism IMO. But shaky sticks could have some interesting applications too no doubt about it. Sports and driving games in particular perhaps.. Maybe platformers etc..

Peace.
 
There's a playable Warhawk demo?

Hmm, you wonder if they've done some tests to publicly promise 1080p for GOW3.
 
I would trade battery life for FF enabled thumbsticks.
Bad idea IMO. With a wheel of flight-stick, you grab hold of it. Any FF motion carries your hand with you. With a thumbstick your thumb is jus resting on the top. Any FF motion would pull the stick away from under your thumb. You'd have to constantly reposition your thumb.

I also question the feasibility of proper FF in a package so small. Power consumption and robustness need big components. Otherwise they won't be able to overcome the player's thumb, and you'll just end up burning out components if anything, I think. Which would explain why no-one's done it!
 
Bad idea IMO. With a wheel of flight-stick, you grab hold of it. Any FF motion carries your hand with you. With a thumbstick your thumb is jus resting on the top. Any FF motion would pull the stick away from under your thumb. You'd have to constantly reposition your thumb.

I also question the feasibility of proper FF in a package so small. Power consumption and robustness need big components. Otherwise they won't be able to overcome the player's thumb, and you'll just end up burning out components if anything, I think. Which would explain why no-one's done it!

it would work if the thumbstick pushes back towards the center on hard turns in a racing game for example. Not sure where else it would be too useful.
 
I thought the first indication there would be vibration in a PS3 controller was the announcement that Sony had settled with Immersion and had entered into an agreement for some PS3 related design work ;)
 
it would work if the thumbstick pushes back towards the center on hard turns in a racing game for example. Not sure where else it would be too useful.

I don't think FF on the sticks would end up all that useful... It would be cool for a few games, but ultimately hard to appropriately implement in most of the games, without making it just seem gimmicky.

I was thinking a larger range of rumble patterns in the controller, rather than just a few choices in the speed of the motor...

Anyone use an iFeel mouse? That's the kind of "rumble" I want -- it was light, cheap and worked very well in giving a lot of different rumble patterns that were able to give the feeling of texture rather than just shaking the mouse. Surely they have something better now than what iFeel could pull off... I mean, that was a few years ago.
 
Could someone clarify whether PS2 games played on a PS3 with a PS2 pad include vibration? My search on this topic has produced rather a lot of threads, but no answer, and I'm loathe to make a topic on something that requires a simple answer rather than pages of discussion.

Having said that, if the answer to my question is no, this agreement with Immersion is something you'd expect to lead to vibration in BC games.
 
Could someone clarify whether PS2 games played on a PS3 with a PS2 pad include vibration? My search on this topic has produced rather a lot of threads, but no answer, and I'm loathe to make a topic on something that requires a simple answer rather than pages of discussion.

Having said that, if the answer to my question is no, this agreement with Immersion is something you'd expect to lead to vibration in BC games.

one japanese website had reviews which said that ps2 games can only be played with sixaxis meaning there is no vibration for ps2 on ps3. even pads or sticks adapted for ps3 didn't work with ps2 games.
 
The deal with immersion is for the rite to have the logitech force feedback wheel to work with gran turismo 5, without any legal consequences...
 
The deal with immersion is for the rite to have the logitech force feedback wheel to work with gran turismo 5, without any legal consequences...

Nah, that's nonsense. Sony never needed a special deal for that. Logitech has a deal with Immersion that covers that bit.
 
Yeah... I totally forgot about rumble while playing Resistance, MotorStorm... although I kinda missed it somewhat the first time I played the WarHawk demo.
Really? I wanted to feel the bumps in the road in MotorStorm since I thought it'd give me an indication of how the car is riding on the road; I felt the lack of that feedback was an overall detriment. Resistance not so much, though I would have preferred that rumble be tied to health, since I died a few times simply because I didn't realize my health was low.
 
Really? I wanted to feel the bumps in the road in MotorStorm since I thought it'd give me an indication of how the car is riding on the road;

Yes, because of the physics I have all the visual feedback I need, especially in first person view. If you raced with the truck, the rumble has even less value. I forgot about rumble since I bought a PS3 until some guy here posted a question and ask how it's like. I think you should be able to find the thread here.

I don't think road feedback is useful at all (It'd be on most of the time). On hindset, the rumble may be useful in indicating overheat. But after a few races, I already learned to watch the temperature while boosting. Kept my eyes busy (like in real driving), but not too big a deal.

I felt the lack of that feedback was an overall detriment. Resistance not so much, though I would have preferred that rumble be tied to health, since I died a few times simply because I didn't realize my health was low.

Yes that would be nice, but like I said I didn't realize it was missing. I may be easier to help new players learn the game.

In Resistance, things happen so fast that I'm not too sure one can react in the heat of a battle (When you try to retreat in a firefight, you will most likely be defeated without killing your opponent(s)). When you're fighting with a team, then you may have a breather and can break away *after* a fight to let others move on first. But then it would be natural to check your health after a fight anyway (with or without rumble).

In a fight, all my attention is focused on the opponent's head and keeping up with him/her (you'll need to adjust the gun-sight level and pace), L1 use (alternate fire) plus L2 use (speed up/rage mode), because this is how one can out-maneuver opponents in a skirmish (e.g. increase the speed temporarily and circle behind them, improve chance of headshot, timing grenade and secondary fire use, ...). It is natural for me to forget about Rumble in Resistance (The more I'm afraid to die, the more death... and less fun I'll experience).

The Warhawk demo was bad because it has little/no indication that I was hit by a nearby explosion (or direct hit).

EDIT: I like how SIXAXIS is used in Resistance though: Extinguish fire and shake off aliens in close combat. Shaking off Bulleye and Arc Charger tags is useful but usually once you're tagged, you'll be down in mere seconds.
 
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I like how SIXAXIS is used in Resistance though: Extinguish fire and shake off aliens in close combat. Shaking off Bulleye and Arc Charger tags is useful but usually once you're tagged, you'll be down in mere seconds.

This implementing of Self-Rumble is actually quite interesting.
 
You and I have the exact opposite tastes in this regard, then. I found myself annoyed with the "shaking the controller" thing and definitely missed rumble, so I'm hoping the stories are true and that they add it in to a later version of the controller. I also hope they make a subtle change to the triggers; I can't quite pinpoint what's wrong with it, but I found shooting with them very difficult in Resistance (after I had re-mapped them from the default, since the default scheme maps them to the shoulder button).
 
Ok, so I downloaded the GT:HD Demo. It was called GT:HD Concept 2.0, and it supports force feedback, as well as seems to look a little better with more graphical effects, at least compared to the video I have seen before.

Maybe someone who has played the original can verify what the differences are for us. The framerate in the replays is still not 100% smooth. But boy does this game look SEXY! Pfew!

And the driving simulation part has definitely improved. You can now spin out even in an MX-5, and it drifts just as it is supposed to.

Nice to see also that the best laptime ghosts actually turn out to be clean runs.
 
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