Playstation 5 [PS5] [Release November 12 2020]

maybe sony statistics says most gamers didnt enable game mode, and sony simply now force enabling it (no toggle to turn it off) as "sony knows better"?
 
maybe sony statistics says most gamers didnt enable game mode, and sony simply now force enabling it (no toggle to turn it off) as "sony knows better"?

Probably. Streamlining the experience of the console so people don't freak out over not knowing how to optimize their settings
 
maybe sony statistics says most gamers didnt enable game mode, and sony simply now force enabling it (no toggle to turn it off) as "sony knows better"?
This is an interesting idea. I don't know that a connected HDMI device can detect particular TV settings but maybe..
 
I have finally tried the DualSense controller on a PS5 playing Astro mini game and I was left underwhelmed.. I was expecting way more from the haptic feedback? It didn't feel nearly as good as the HD rumble on Switch joycons?
 
I have finally tried the DualSense controller on a PS5 playing Astro mini game and I was left underwhelmed.. I was expecting way more from the haptic feedback? It didn't feel nearly as good as the HD rumble on Switch joycons?

Its the same as HD rumble as switch but more powerful.

Good showcase for me is tetris effects, and on windows with this trick, playing cyberpunk 2077 with roaring motorcycle


btw it also felt great to be held while listeningto a music
 
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I have finally tried the DualSense controller on a PS5 playing Astro mini game and I was left underwhelmed.. I was expecting way more from the haptic feedback? It didn't feel nearly as good as the HD rumble on Switch joycons?
What sensitivity are yours set to?
 
What sensitivity are yours set to?

It was not mine, it was at my partner's friends house, so I have no idea. But more than the sensitivity was the fact that it didn't really match much of what was on the screen. Astro was walking on sand for example, but it didn't feel at all like sand on the controller. It just felt off, textureless, regular rambling...
 
It was not mine, it was at my partner's friends house, so I have no idea. But more than the sensitivity was the fact that it didn't really match much of what was on the screen. Astro was walking on sand for example, but it didn't feel at all like sand on the controller. It just felt off, textureless, regular rambling...

It was enticing the first weeks, otherwise its like the sixaxes (PS3) and other controllers that came with new features, support isn't all that great out of exclusives and the features themselfs aint more then somewhat above gimmicks when they are implemented.
 
honestly it's a cool feature with nice sensations, but like with the DS4 on PS4, i just set everything off to preserve battery and controller longevity, as, for me, these are not game changing features.
 
It was not mine, it was at my partner's friends house, so I have no idea. But more than the sensitivity was the fact that it didn't really match much of what was on the screen. Astro was walking on sand for example, but it didn't feel at all like sand on the controller. It just felt off, textureless, regular rambling...
That's not normal. Something is off. You should have immediatly felt the strong specific effect, particularly in this game. Dual Sense settings were probably modified, removed or else on that PS5.
 
It was not mine, it was at my partner's friends house, so I have no idea. But more than the sensitivity was the fact that it didn't really match much of what was on the screen. Astro was walking on sand for example, but it didn't feel at all like sand on the controller. It just felt off, textureless, regular rambling...

That's not normal. Something is off. You should have immediatly felt the strong specific effect, particularly in this game. Dual Sense settings were probably modified, removed or else on that PS5.

This. Astro was one of the few titles where everybody raved about the DualSense. The Switch, which I also own, is nowhere close to the DualSense. It sounds like vibrations and/or haptic feedback were turned off and right down in some combination.
 
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honestly it's a cool feature with nice sensations, but like with the DS4 on PS4, i just set everything off to preserve battery and controller longevity, as, for me, these are not game changing features.

The haptic trigger is more "game changing" IMO. While the HD vibrators are more like a wonderful complement.

At least until games starts to be made specifically to take advantage of the HD vibrators. But even Nintendo didn't manage to make lots of games with specific HD vibrator advantage
 
Haptic trigger - a promised feature for the next-gen Apex legends, and yet I moved firing off R2 to R1 as it's faster! In a high action game like AL, I'm not sure you'd want it, and I'm not sure you really want it in many games outside of VR. For VR though, could be amazeballs (perhaps same tech in a different controller).

I remember HD Rumble being moderate in the little Astrobot I played. I should give it some more love.
 
The haptic triggers implementation is quite good on ghostwire.

Not a necessary thing. But it does adds the tactile feedback of "priming" before the real attack.

If used in cyberpunk, it can be for "readying" the gun/katana. Or just to trigger the first equip animation on demand
 
The haptic triggers implementation is quite good on ghostwire.

Not a necessary thing. But it does adds the tactile feedback of "priming" before the real attack.

If used in cyberpunk, it can be for "readying" the gun/katana. Or just to trigger the first equip animation on demand
Now that you mention it, the only game where I really liked it and was not just used as a gimmick was on Returnal. The trigger "stops" mid way for one function and has alt-fire when pushing it harder.
 
It was not mine, it was at my partner's friends house, so I have no idea. But more than the sensitivity was the fact that it didn't really match much of what was on the screen. Astro was walking on sand for example, but it didn't feel at all like sand on the controller. It just felt off, textureless, regular rambling...
The effects were very strong on my personal playthrough. I suspect that the settings were either set to low, the controller probably doesnt function correctly or there is some input lag.
 
Turns out the haptic trigger can be used to indicate the character skill progression.

On ghostwire, early on you "struggle" to conjure the magic. But the more you leveled up (or unlocked skills, I'm not sure which ones), the less the resistance of the haptic trigger.

Until in the end, the resistant/struggle to conjure the magic is totally gone. As you've mastered them.
 
I like them a lot. In GT7, you can feel the position of something like a rumble strip and you even feel it pass from the front to the back as you drive over it. You also feel the ABS working in the brake trigger. And the bit of resistance on the accelerator helps to be precise. And you feel when you’ve lost grip too. Good stuff. Even better as steering with the motion sensor works great too, so it’s really the next best thing after using a wheel.

Obviously there was a lot of great effects in Playroom so if they weren’t obvious then yeah either settings or broken would be my guess.
 
I have a bit of a problem with accidentally touching the triggers and wondering why my character is glitching out in a game. Heh. It just seems like the natural place the fingers rest. I feel like they ought to have a touch more initial deadzone.
 
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