Watch out Immersion, new force feedback system created that will work with sixaxis

It was easy to get people to accept the DS2 because it was a nice improvement. With SIXAXIS, gamers would need to pay for a new controller that adds a feature that was removed. :p

The improvement came in smaller steps. After the first Controller came a Dual Analog pad (without rumble), then came the DS1. The DS2 came with PS2.
 
i don't think sony will adopt to rumble unless it becomes a selling point for microsoft or nintendo. its not necessity anyway IMO
 
i don't think sony will adopt to rumble unless it becomes a selling point for microsoft or nintendo. its not necessity anyway IMO
This is true! Although, I think they're just trying to come up with their own rumble tech. to implement into the 6XS controller, rather than pay a third party.

Personally, lack of rumble won't stop me buying a PS3, but it sure as hell would add to the experience! I wish they'd add it - one way or the other. Update the games via PSN, and release a rumble batarang controller! ;)
 
Not in the same manner.
After thinking about your magnetic mass idea, something stood out. Wouldn't you have to have a heavy mass and a strong magnet to get it to move. By their explaination it seems like there would be more than one feedback generator. It begs the question of where the generators would sit in the controller. They claim it can be either imbedded in the controller or sold as an add on device...


Another thing I hate how they call it force feedback.... it is rumble... period. What the DFP and flightsticks have is force feedback. Where the input device is able to provide meaningful sensory output (you know wheel becomming harder to turn the slower you are, or the flightsticks want to return to center fighting our every command---great for flight sims btw), ah well guess we can't win them all...
 
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Personally, lack of rumble won't stop me buying a PS3, but it sure as hell would add to the experience! I wish they'd add it - one way or the other. Update the games via PSN, and release a rumble batarang controller! ;)

true, i don't even want to think about chainsawing in Gears without rumble :devilish:
 
Another thing I have how they call it force feedback.... it is rumble... period. What the DFP and flightsticks have is force feedback. Where the input device is able to provide meaningful sensory output (you know wheel becomming harder to turn the slower you are, or the flightsticks want to return to center fighting our every command---great for flight sims btw), ah well guess we can't win them all...

This low power consumption force feedback technology called “Sensor Effects - SensorFXâ€￾ uses no moving parts to produce meaningful sensory feedback. A broad range of intensity and sensation compliment the ability to derive feedback sensations from isolated areas on the controller, to isolate one side or the other, movement from front to back or all areas at the same time. As an example, a gamer playing a race game can feel variations in pulse, strength and collision location and to feel intensity differences between a smooth guardrail swipe and a full frontal slam into a wall.

From what I understood from the press release, this should be better than your average rumble and closer to the force feedback of racing wheels and flight sticks. It'd be cool if it works well and get support since it hopefully works better than rumble (something I've never been crazy about).
 
There's also a lot of racing games/sims that could use some rumble loving. GTHD just doesn't feel right on a controller, especially without force feedback. Motorstorm just as well -- the demo supports the 6xs motion sensing, which is a blast to play with. FF would make it all the more fun.
 
are there any games which proved that the game cannot be played without rumble or force feedback???

woah, cannot is prety strong words. Of course not. I think we should all agree that proper use of rumble (and FF) can make a game that much better. I will admit, I have no desire to play GT without my DFP. Not because the rumble sucks (it does) but because true FF adds so much more to the game.

I would say they should bring the device out, I am really curious how it stacks up to rumble and true FF. (That and because if Sony does use it I can wait that much longer to buy my PS3).
 
Difference of opinion I suppose. Sony should have just paid Immersion what the courts have already ordered and licensed the tech so they weren't in the situation of having a next gen console with features missing from their previous console.

Immersion offered to help add the tech to sixaxis.

This tech might be better in the long run than Immersion's but in the meantime they're still selling ps3's without rumble.

I dont see any difference in opinion.

I am not discussing who's fault this is, or what Sony should have done. I am only refering to the fact that Sony doesnt want any kind of collaboration with immersion due to the happenings you described.
 
are there any games which proved that the game cannot be played without rumble or force feedback???

baseball (multiplayer)...when you get near the edge of the strike zone the rumble provides feedback, well technically its playable unless you want your opponent to see where you are pitching to or if all you do is pitch straight, but then there would be no point in playing the game in multiplayer
 
I continue to be amazed at what an issue this is.

Here follows my complete collection of fond "rumble" memories:

1: Starfox 64. It was just astounding! For about a week.

2: Psycho Mantis moved the controller!

3: In GT4 (with DS2) - "Wow. This is the best implementation of buzzing I've ever felt."

Rumble is silly. I can't believe people finnd it to be a significant ommision. Generally, it simply buzzes anytime something happens. How does constant buzzing add to the game experience? It eats batties in wireless controllers. And it adds weight to controllers, which should be as lightweight as possible, imo.

The lack of force feedback in GT5 is genuinly distressing to me. But as for the standard gamepad "buzzing" - it's high time we kick that gimmick.
 
I continue to be amazed at what an issue this is.

Here follows my complete collection of fond "rumble" memories:

1: Starfox 64. It was just astounding! For about a week.

2: Psycho Mantis moved the controller!

3: In GT4 (with DS2) - "Wow. This is the best implementation of buzzing I've ever felt."

Rumble is silly. I can't believe people finnd it to be a significant ommision. Generally, it simply buzzes anytime something happens. How does constant buzzing add to the game experience? It eats batties in wireless controllers. And it adds weight to controllers, which should be as lightweight as possible, imo.

The lack of force feedback in GT5 is genuinly distressing to me. But as for the standard gamepad "buzzing" - it's high time we kick that gimmick.


I agree with most of your post. But is the lack of force feedback in GT5 confirmed? Why is that anyway? It's not like the PS3 can't handle it as reported here

Lock-picking in Splinter Cell wouldn't work without it.

Well they said they'd use motion sensing for that. I think it may even work better, who knows.
 
Wasn't Immersion characterized as patent trolls?

To be fair, patent troll means someone who uses patents, which probably are bought from other dead companies, to sue other people for money, and this is the only business model. Just "aggressively enforce" their patent right does not make it a patent troll. If this holds water, then Sony, DVD forum, MPEG-LA, etc. are all patent trolls. One should note that Immersion did have developed several technologies over the time and licensed to several customers (Logitech, for example).
 
Well they said they'd use motion sensing for that. I think it may even work better, who knows.

I don't see how if you can't _feel_ the clicking of the pins. Rumble does more to imitate actual real lock-picking since it's something that requires touch.

Tommy McClain
 
@ Crazygambit:

I don't know about the FF situation for Gran Turismo. But just the fact that it's up in the air has me very concerned.

Even though I'm fairly positive the DFP wheel will be fully supported (best wheel. period.), just thought of the dead mechanicals dragging around inside the thing while playing GT5 almost brings tears to my eyes.
 
I don't see how if you can't _feel_ the clicking of the pins. Rumble does more to imitate actual real lock-picking since it's something that requires touch.

Tommy McClain

I think it's more about sound that feeling in that particular case. You have to hear the click, but I agree rumble might be useful for that too. Doesn't mean it can't work quite well with the sixaxis though.
 
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