Possibilities for DS3

ERP said:
I just hope the tilt sensor doesn't have the same issues as every other tilt controller ever made.
I just don't hold the controller stationary when I'm playing a game, having to, to avoid accidental input doesn't seem like a good thing to me.
Very true, but how many motion controllers had motion games deliberately create with them in mind? I thought most were addons for PC incorporated into standard PC games instead of a normal joystick. I can certainly imagine programming dead-zones for camera control etc., though I do know adjusting one's seating postion in the middle of a game is a concern. Tight-rope walking games beware ;)
 
Sis said:
I've always said that rumble is a critical tactile feedback mechanism, and probably in very subconcious ways. I do not think the immersion argument is as strong, since "rumbling" is such a rudimentary aspect.

Yes, the immersion from rumbling controllers is pretty lame simply because (imo) current implementations of rumbling are so poor. And this is why rumbling isn't that important to me. In some ways it breaks immersion because the rumbling doesn't even feel close to the approximation of what is happening in the game.

That said, I'd much rather have the feature available and simply turn it off when I don't like it.
 
If you're a racing game fanatic like me, rumble is quite important. When you're going over the kerbs you can "feel" the car do know where it is on the track and adjust your line accordingly so you don't put two tires in the dirt. I'll sorely miss my rumble :(
 
If you're a racing fanatic, why don't you use a wheel instead? I'd have thought a nice force feedback jobby would be wanted by racers. Though I can see the appeal of not wanting a big wheel sat stylelessly in the living room!
 
Shifty Geezer said:
If you're a racing fanatic, why don't you use a wheel instead? I'd have thought a nice force feedback jobby would be wanted by racers. Though I can see the appeal of not wanting a big wheel sat stylelessly in the living room!


Tracking cars in real life, those streering wheels (amount of input required, corrections, response time) are nothing alike. The controller does well to seperate the gaming element from trying to make it "real."
 
No racing sim fanatic would be content to play with anything but a force feedback steering wheel, and would probably demand full range of motion as well.

I love how people create these artificial scenarios, where somehow, the sweet spot for a racing game is to use thumb sticks with rumble.
 
Eurogamer have an interview with Incognito (Dylan Jobe) with a few interesting points.
http://www.eurogamer.net/article.php?article_id=64446

  • Controller battery life is supposedly 10 hours. They had it running for at least 6 on the show floor.
  • They apparently didn't have the controller to tune the motion-control code until Sunday it seems, and he said it was a doddle.
    Eurogamer: How easy was it to incorporate the tilt sensor technology into WarHawk?
    Dylan Jobe: It was real easy - Sony did a fantastic job about making it very seamless. I think case in point - we got our hands on the final controller... God, was it Sunday night? I think it was Sunday night, the final controller. So we brought source code with us, tuned the dynamics, it was pretty easy.
    So just access to analogue value I guess, meaning it should be an easy addition to other games.
  • Dylan said you can fly with the motion and aim with the stick, so this is one example where the motion adds a level of control not possible without.
    you can fly the WarHawk with the kinetic controller, but you'll notice the target reticule moves around, and you can actually fly around and then on the full, final controller you can use the analogue in conjunction to move the reticule around independently. So if you play with the whole controller you'll get a better experience.
 
DemoCoder said:
No racing sim fanatic would be content to play with anything but a force feedback steering wheel, and would probably demand full range of motion as well.
That's a rash statement. A game is a game, not a real-life simulation. I myself have never got on well with Wheels, but like GT on thumbstick. I can appreciate one person preferring a game controller to play a driving game, and I know the rumble in that is fairly well used.
 
On the positive side, removal of the rumble feature will contribute to a longer lasting battery charge and lighter weight.

-aldo
 
Shifty Geezer said:
That's a rash statement. A game is a game, not a real-life simulation. I myself have never got on well with Wheels, but like GT on thumbstick. I can appreciate one person preferring a game controller to play a driving game, and I know the rumble in that is fairly well used.


Well, to each his own. I find driving with a thumbstick annoying. I like precise, fluid, latency free control. You get that with a wheel, and in FPSes, you get it with a mouse.

And if you are so big on "rumble", Wheels not only give you more rumble, they give you force-feedback which truly enhances game play. You *feel* how hard it is to make a turn.

Ask a flightsim guy if they like playing with anything other than a real flightstick.

Sure, for arcade games it may be fine. By for sim racers? GT4 isn't Burnout.
 
So they did implement the gyros feature over the weekend. Damn that means more launch window games could add this feature too. Hopefully games like Madden and Fight Night 3 use the gyros feature.
 
mckmas8808 said:
So they did implement the gyros feature over the weekend. Damn that means more launch window games could add this feature too. Hopefully games like Madden and Fight Night 3 use the gyros feature.

interestingly, while listening to an interview just now with the UT07 guy, he said that they knew absolutely nothing of this feature at all until it was revealed Monday. :smile:
 
Tap In said:
interestingly, while listening to an interview just now with the UT07 guy, he said that they knew absolutely nothing of this feature at all until it was revealed Monday. :smile:

That's because it's ma hack job and more of a "oh crap! We better get on that too!" rather their designing their gameplay around it, which is what Nintendo is aiming to do.
 
If that's the case, why did Zelda demoed at the press conference look like a GC port hackjob rather than a well thoughout design intrinsically around the new controller? The Wii press conference looked like the Zelda team were just given Wii devkits recently, and they had little time to integrate the controller
 
I think its a shame they removed the rumble function, its so natural in some games.
For the Nintendo thingy i think its positive if you have a chance to turn it off and its of good quality. In some games it could remove the need to swapp buttons or so, nothing special overall though imo as they removed the rumble.
 
Shifty Geezer said:
  • Controller battery life is supposedly 10 hours.

a comparable wireless rumble controller gets up to 40hours (max) and more like 24 hours when rumble is used (in my experience with AA batteries)
 
How do the AA baterries compare to the rechargeable cells in the controller though? I thought AA's had more juice than rechargeables on average. Quick Gogle, from 1998
Battery capacity is commonly expressed in Ampere-hours (Ah) or milliamp-hours (mAh). A "AA" alkaline battery like the Duracell MN1500, yields a nominal capacity of 2850 mAh.
Iguess Sony would go with cheaper Li-ions, say 1500 mAh, so you'd be looking are almost twice the longevity from AA's.

Personally as long as it lasts enough a day that when you wire it up in an evening it charges overnight, it's no bother. 5 hours would likely be enough and 1500 mAh would be fine (if it's ten hours as suggested). Except of course for those hardcore nuts who game 20 hours straight...
 
Charge time is a factor as well. I wouldnt mind knowing how long it takes to get the controller from "empty to full."
 
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