Anything to do with Wii motion controls that didn't use the motion+ didn't even use gyros, so even bringing it up is irrelevant and you've admit you only used them briefly in BOTW...
Your selective reading ability is astounding.
Anything to do with Wii motion controls that didn't use the motion+ didn't even use gyros, so even bringing it up is irrelevant and you've admit you only used them briefly in BOTW...
so third party games support the feature more.No they won't. You want adaptive triggers and haptic feedback buy a playstation, I mean why do people want these boxes to be identical.
What proof is there that Microsoft's controller is the defacto one used on PC?Idea being that by taking this approach Microsoft essentially secures a Monopoly over the Controller standard because since it is the defacto controller people use when gaming with Controller on Xbox, PC or now Mobile (as they push XCloud), developers and third party partners are forced to adapt to their standards.
The Xbox 360 and The Xbox One controllers have been at the top of the charts on PC since the early days of the 360 when Microsoft initially released XInput and drivers on all platforms. In the 360 days every single person had a 360 controller. The wired controllers were plug and play by default and the Wireless while requiring the wireless adapter was a staple in just about every PC Gamers accessory repitoire. The Xbox One controller being even simpler to pair since any controller can just plug-and-play by default on any platform.What proof is there that Microsoft's controller is the defacto one used on PC?
If there is one thing I think Microsoft should upgrade the controller with is gyro. It gives more developers interest in using it if it was available in all of the consoles like the Switch and PS4. It is also way better for aiming:
Oh wow, they're far and away the most popular
I'm actually surprised at how popular the Switch Pro is. It's an awesome controller, I just didn't think PC gamers thought so tooThe Xbox 360 and The Xbox One controllers have been at the top of the charts on PC since the early days of the 360 when Microsoft initially released XInput and drivers on all platforms. In the 360 days every single person had a 360 controller. The wired controllers were plug and play by default and the Wireless while requiring the wireless adapter was a staple in just about every PC Gamers accessory repitoire. The Xbox One controller being even simpler to pair since any controller can just plug-and-play by default. In addition if you go to just about any review site the Xbox Controller always ranks number 1 on every single chart. It doesn't cost an arm and a leg. Both of those mean that people looking to buy controllers are more likely to buy the top ranked (which is the Xbox Controller)
Also because of the popularity of the Xbox Controller, most controllers on PC follow after the Xbox button layout standard. And a lot of games on PC use the Xbox Buttons and Colors when displaying UI elements.
And if you want actual statistics. While actual Statistics are far and few between. Here is an Arstechnica article from 2018 which confirms statistics gotten directly from Value on the marketshare of controllers that had connected to Steam.
Valve reveals just how many PC gamers plug in gamepads—and which kinds
The latest data comes straight from Steam's internal hardware surveys.arstechnica.com
What proof is there that Microsoft's controller is the defacto one used on PC?
Yep, I agree. Its actually smarter this way as it drives sales for accessories as opposed to being included with the console.
This, it's an optional feature. I'm glad we have it.And for those who argue against it : YOU CAN ALWAYS TURN IT OFF!
Oh interesting. It definitely felt unique compared to normal rumble and so when Sony announced the adaptive triggers, I just assumed they were doing a new version of what MS had already done. But it sounds like a whole different beast. I suppose the resistance I felt was probably just the intensified haptics feeling uncomfortable enough to make me loosen up my grip.Yeah, the standard XB1 controller has the "normal" two-type rumble motors in the body of the controller, as well as an independent haptic motor in each of the triggers (4 total actuators, AFAIK). It doesn't add resistance, but it changes the haptic response based on pressure and/or gameplay
The example I always use from supported racing games: If you over-accelerate mid-turn, your tires lose grip, and you'll feel the throttle "give way" like you would on a FFB steering wheel on the right trigger. If the brakes lock, the normal braking vibration will drop until you fully release then re-engage on the left trigger. The closer you are to that limit for both acceleration and braking, the more intense the haptics for that mechanic feel, which lets you calibrate your input. If you're using ABS, you'll feel the "jittering" of the system rapidly dis/re-engaging during a hard brake, just on the left-trigger. And the whole time, you have the "stereo" effect for the road surface, so the left/right wheel suspension action when you change road surfaces comes through on those corresponding triggers, alongside those other effects.
I'm sure there is more than 50 games on each system that utilize them. That said I doubt the percentage of useful or unique implementations amung cross-platform games is going to be that high since Developers have to develop to the lowest common denominator, which would be the Xbox Controller (or Xbox 360 if they are targetting PC). For the same reason why Developers didn't take too much advantage of the Xbox One Controllers Haptic Feedback on the Triggers, or the paddles on the Elite Controllers. Just a lack of marketshare of similar controller features across platforms.Switch and PS4 with gyro controls right? Are there more than 50 games on each system that utilize these controls?
I'm sure they will, but it probably won't be anytime soon cause the Xbox controller would need an total overhaul with a built in battery. And while they're at it it'll be time to throw in whatever other features they can and that'll take time as well. On top of adding the features to their games.
I can see it by mid-gen refresh.
Didn't Sony do this with rumble on the PS3? Sixasis didn't have rumble but Sony brought it back. Kind of ironic where they are now given their statements about rumble not being important at the time.
I'm sure there is more than 50 games on each system that utilize them. That said I doubt the percentage of useful or unique implementations amung cross-platform games is going to be that high since Developers have to develop to the lowest common denominator, which would be the Xbox Controller (or Xbox 360 if they are targetting PC). For the same reason why Developers didn't take too much advantage of the Xbox One Controllers Haptic Feedback on the Triggers, or the paddles on the Elite Controllers. Just a lack of marketshare of similar controller features across platforms.
Doubt it. We still have mouse and keyboard with no rumble or haptics and no one asking for it. Controller feedback is ultimately a nice extra gimmick.
-sonys approach is patented
-ms clearly doesnt want to break input compatibility
-third party games arent gonna use it much even though its very cool
Pretty much this . I guess gyro or mic in controller was praised as much .PlayStation has had Gyro for two generations now and everyone shouts its praises and yet Xbox still doesn't support it so I doubt we'll see Xbox do anything about Adaptive Triggers.
Much like Gyro, Adaptive Triggers will be mainly used in first party games and sparingly in third party games.
If you compare actual haptics to rumble you will understand as well why rumble was considered a last gen feature more than a decade ago.
The Switch Pro Controller lasts 40 hours while having a gyroscope, & the DualShock 4 had a gyroscope while not increasing the price, so neither of your justifications work.I couldn't care less if people used it in multi games. I just personally think it's a development distraction and implementing it within controllers is just another battery drain along with added build cost.
All of MS games are on PC and must be compatible with KB+M vs PS games are going to be PS5/PS4 or PS now exclusiveWhat does M&K have to do with another console manufacturer implementing a feature from their competitor? What PC gamers wasn't doesn't really factor into this.
Steam Controller too, and the batteries in that thing last ages. I don't get why people have to make excuses for not having something as small as gyro in the controller.The Switch Pro Controller lasts 40 hours while having a gyroscope, & the DualShock 4 had a gyroscope while not increasing the price, so neither of your justifications work.
its funny just thinking about how ppl justify added work for 3rd party devs . This is added work to implement these features separate then what will be available to xbox /PC . Maybe this will lead to more PS exclusives
its funny just thinking about how ppl justify added work for 3rd party devs . This is added work to implement these features separate then what will be available to xbox /PC . Maybe this will lead to more PS exclusives
Google. Lol
MS have their own take patented:
https://patentscope.wipo.int/search/en/detail.jsf?docId=WO2020013039&tab=PCTBIBLIO I believe its this -- note the description of varying thesholds in the abstract
I'm well aware. Thanks for sharing the link though.MS have their own take patented:
New Xbox One resistive controller triggers detailed in Microsoft patents
Newly-surfaced patents explore adjustable-tension triggers, aiming to enhance controller feedback.www.windowscentral.com
Google. Lol
Nothing personal, I just dislike these sorta questions in an age where you could just as easily typed adaptive trigger or dual sense patent.
Understanding the difference between DualSense's Adaptive Triggers and Xbox's Impulse Triggers (they are not the same)
It's weird to me to see people still comparing Xbox's Impulse Triggers and DualSense's Adaptive Triggers like they are one in the same, when there is so much information out there about each. Maybe it's that both have a "marketable" name for them? They're nothing alike, though. Underneath...www.resetera.com
Their vast first party Devs would be enough to get the ball rolling.Not a chance. Having a fragmented userbase mid-gen would basically kill any possibility of devs giving a damn about it unless MS enforces support for certification.