PS5 DualShock Revealed (DualSense)

So this was brought up on twitter...is there going to be a lot of concern about privacy and listening in of conversations with dualsense's mic like there was with Kinect??
 
Interesting that this patent dropped today. It has one embodiment in which there is a 3D control bar that extends from the front of the back to the controller that you can touch from either side. The dual sense doesn't have this in the picture, but it's interesting they haven't shown us the back of the controller yet. There are also alternate touch bar and light bar placements and functions in here.


http://www.freepatentsonline.com/10610778.html




FIG. 7 illustrates a bottom view of a controller 10, in accordance with an embodiment of the invention. The bottom portion of the 3D control bar 22 is visible protruding from a recess 60.


FIG. 8 illustrates a cross-section view of the controller 10, showing the operation of the 3D control bar 22. As noted, the 3D control bar 22 extends through the main body of the controller from the top surface of the main body to its bottom surface. The 3D control bar 22 includes a top pad 70a and bottom pad 70b for contacting a user's fingers. In one embodiment, the control bar is mounted at its central location and pivots about its central location. Thus, horizontal movement of the top pad 70a causes movement of the bottom pad 70b in the opposite direction, and vice versa. Additionally, in one embodiment, the 3D control bar 22 can be translated in a vertical fashion up or down. In one embodiment, the 3D control bar 22 can also be translated in a horizontal direction, moving the entire control bar in a horizontal manner.


In one embodiment, such freedom of movement of the 3D control bar 22, including pivoting about its central location, and vertical and horizontal translational movement, is accomplished by way of a floating mount. For example, in one embodiment, the central portion of the control bar is mounted in a compliant material 72 which allows the control bar to “float” and thereby facilitates such movements. In one embodiment, the control bar includes a flange 71 to facilitate secure mounting in the compliant material 72. The compliant material can be any type of elastic material which enables the control bar 22 to be moved by a user, but returns the control bar to a normal centered orientation when not affected by the user. A sensor 74 detects movement of the control bar 22, and a sensor data analyzer 76 analyzes the raw data from the sensor to determine the orientation and/or movement of the control bar 22.
 
I posted this on Ree, but I'll drop it in here too..

From a design direction, even though I like the overall approach they've taken. There's a few minor issues that can make a major impact on the overall look.

First is the dark elements: The trigger plastic is black, the mid section plastic is black but with an odd blue tint that makes it look cheap and then you have the same old grey rubber on the sticks. In addition to this is the tacky, dark-metallic PS button that is obscured with poor lighting (and definitely doesn't photograph/render well for press shots). Nothing is coherent and yet at the same time, nothing stands out either.

For the light elements: While a minimalist approach can work, that touchpad has absolutely nothing happening on it, it's empty space and a tiny bit of texture (even if it's visual and not tactile) goes a long way to bringing it all together.

Here's the ORIGINAL:
49747503557-566da5ebc8-3k-1.jpg

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Here's the slightly TWEAKED VERSION. By tone-matching the plastics and slightly darkening the sticks it becomes more coherent. Adding a lighter PS Button breaks the mid section up and just a touch of faint texture on the touchpad brings it all together:

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And some HIGHER CONTRAST VERSIONS, if that's what you prefer:


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The higher contrast options are a matter of personal taste, but I'd argue that with the slightly tweaked version; the clearer branding (PS Logo), tone-matching like materials and breaking up empty space should be design 101 for companies of this size. Tiny tweaks that take away nothing from the core design but make a notable difference in brand identity and public reception.

Of course, I'm coming at this from a designer/marketing perspective, I know most of us barely look at our controllers. But never underestimate iconic designs and the subsequent nostalgia it breeds in the long run.
 
Interesting that this patent dropped today. It has one embodiment in which there is a 3D control bar that extends from the front of the back to the controller that you can touch from either side. The dual sense doesn't have this in the picture, but it's interesting they haven't shown us the back of the controller yet. There are also alternate touch bar and light bar placements and functions in here.


http://www.freepatentsonline.com/10610778.html



And they don't show the bottom of the DualSense .

I like it though, looks new and will be cool to see when unboxing the PS5 not just the same Dualshock 4 type design.
I know it's probably juvenile but getting new consoles and opening the box for the first time makes me happy inside.:D
 
In black looks much better. (And probably cheaper to manufacture as well).

Maybe I'm mistake but they really look like modular panels. I don't think Sony would do that, they surely will make more money selling new controllers in different colors.

I prefer the blace/white but I also prefer the pure white DualShock 4 controller as well - the black sticks, buttons, triggers and touchpad look great but I agree on the 'modular' aesthetic, I also think this looks great. If I wonder if the design language for the controller is an indication of the design language of the main console.

It's not DualShock 5, but DualSense.
Does this have rumble? Force feedback haptics are not the same as rumble. The last time Sony removed 'Shock' from the controller name was for the SixAxis which lacked rumble. Maybe it lacks conventional rumble and Sony feel force-feedback haptics make this unnecessary. Or have I missed rumble somewhere?


It's not DualShock 5, but DualSense.No screen. Culture-independent labels on the system buttons (suprised MS beat Sony to the punch on that one).

I never subscribed to the idea of a built-in screen. That functionality seems marginally useful at best and I've only seen it used well In a very few games, a stand out for me was Zombi U on Wii U which had your managed the inventory on you controller screen forcing you to look away from the screen where the action /danger was just as would have to with an actual bag - this added to the tension and was a great mechanic! :yes:

edit: unfortunate typo :LOL:
 
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I just think it's annoying when putting down the controller for a moment while playing to check my phone or whatever and the triggers get pulled. :p

But, yes, the pinching of the fingers and the resulting overall feel of not being able to effortlessly hold the controller as comfortably as i would like is the big problem but they both stem from the same design choices on the back of the controller and triggers.
I think it stems from how you hold the controller, I have issues with XBox triggers pinching my fingers.
 
So this was brought up on twitter...is there going to be a lot of concern about privacy and listening in of conversations with dualsense's mic like there was with Kinect??

If sony wants to listen in on you they can do it from a headset mic too.

Kinect picking up info was hated just on top of all the other badwill xbox had early this gen.Like a snowball effect.

Ppl who own a ps4 right now are gonna use that controller mic if they feel like it.
 
That mic is probably going to mean they going to have some king of Google assistant type thing.
 
Where did you read that it's on the sticks?
Perhaps not.
https://mspoweruser.com/ps5-control...dback-with-adaptive-triggers-and-thumbsticks/

“I ran a character through a platform level featuring a number of different surfaces, all of which gave distinct—and surprisingly immersive—tactile experiences,” Wired writes. “Sand felt slow and sloggy; mud felt slow and soggy. On ice, a high-frequency response made the thumbsticks really feel like my character was gliding. Jumping into a pool, I got a sense of the resistance of the water; on a wooden bridge, a bouncy sensation.”

I can't fathom how you communicate the feel of resistance to movement via rumble, but if you go to the source, it mentions in-grip actuators...

It also boasts haptic feedback far more capable than the rumble motor console gamers are used to, with highly programmable voice-coil actuators located in the left and right grips of the controller.

It depends on the game and mode. The more stringent and competitive the game mode the more likely for voice chat. The kinect has good mics, but in practice that makes it bad for voice chat because it picks up so much from across the room ... often times people dont realize that their away from game conversations are being heard by everyone in the game.
I thought it was supposed to couple a mic array with depth perception to isolate voices from the players?

Does this have rumble? Force feedback haptics are not the same as rumble.
As above, the force is supposedly sensations, the difference between mud and ice and sand, and the different trigger feels. Hence I guess Dual for the dual stick heritage and Sense for the sensations of the 'rumble' and force-feedback triggers.
 

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The higher contrast options are a matter of personal taste, but I'd argue that with the slightly tweaked version; the clearer branding (PS Logo), tone-matching like materials and breaking up empty space should be design 101 for companies of this size. Tiny tweaks that take away nothing from the core design but make a notable difference in brand identity and public reception.

Of course, I'm coming at this from a designer/marketing perspective, I know most of us barely look at our controllers. But never underestimate iconic designs and the subsequent nostalgia it breeds in the long run.

Definitely prefer the higher contrast version (maybe even darker black buttons). I think the shape outlines on the right face buttons should be coloured to match the primary (white akin to the PS button here instead of the traditional colours).

The colour tests earlier in the thread just look bizarre with the buttons sharing the primary shell colour. I'd have made the touchpad black with black buttons & matching primary colour outline for the shapes.
 
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The inbuilt mic is a good idea. It'll probably mean that most games sounds like a crap conference call with everyone on speakerphone. :)
 
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