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Old 05-27-2007, 11:52 PM   #1
mainman mainman is offline
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Default PS3 will get a new controller, with rumble

I think all you have heard this news, right?
PSM magazine, had this in the rumour section and had an exact release date in November.

Remember when Sony said, rumble is last gen?
I read in a few Dutch gaming sites (around the time the news came out, that Imersion and Sony struck a deal) that they thought, they would use rumble, but not as we know it from PS2, but an improved next-gen version (I REALLY hope so!!) but this is just speculation.

Should Sony change some other thing about the controller, to make it look more next-gen?

Like for instance the X, circle, square buttons into the buttons they used on the PS3 in the front (Eject and Reset buttons). It is possible that these buttons have press sensitivity* right? The current controler has press sensitivity, so this feature must not be lost in the proces.

*With press sensitivity I mean: press the X button gently, the guy only aims his gun, press it harder, he will shoot.
Or press sqaure button gently, the car will drive slow, press it hard, the car will go fast.
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Old 05-27-2007, 11:57 PM   #2
jermwhl jermwhl is offline
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Yea, I believe there are a few threads running around with this.
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Old 05-28-2007, 12:09 AM   #3
BorrowedTime BorrowedTime is offline
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The Dual Shock 2 Controllers from the PS2, have analog (pressure sensitive) controls, as do the Six Axis PS3 controllers. I see no reason why Analog buttons would be omitted from a proposed Six-Axis/Rumble PS3 controller.
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Old 05-28-2007, 12:17 AM   #4
u_nick u_nick is offline
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I'm so drained from all the big commotion that was made over the missing rumble over the past couple years. I wont be buying one, but congrats for all the people that wanted it.
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Old 05-28-2007, 12:29 AM   #5
Shin-Ra Shin-Ra is offline
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Flat light-touch buttons look nice:



But don't really play nice. Even if you just have digital face buttons you still need the tactile feedback of a proper springy button to instantly feel when the button isn't being pressed anymore.

Damn that PSP design looked good though.
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Old 05-28-2007, 04:17 AM   #6
Gamekid Gamekid is offline
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Before the ps3 launch, Ken confirmed that the ps3 would not upscale ps1 or ps2 games. Now we have that in a firmware update. Not having upscaling pissed off a lot of ps3 fans. A lack of rumble also pisses off a lot of ps3 fans, although I never played with rumble so I don't really care about the missing feature and everyone is begging sony to include some kind of rumble option. Sony confirmed that the new six axis controller would not rumble so if any new controller does rumble then question is how? I don't really care about the rumble because I never used it, but I know that sony will come up with a way for the controller to rumble. We got upscaling, we can get rumble to.
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Old 05-28-2007, 04:42 AM   #7
theknub theknub is offline
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since rfom is my main game, the only time rumble would really be nice is if i get a vibration when someone is coming up on me from behind. otherwise, it just would get in the way and shake the heck out of the controller when im trying to shoot.
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Old 05-28-2007, 06:50 AM   #8
airvick airvick is offline
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I never really missed rumble and besides i like that fact that not having rumble makes the controller much much lighter.... i think id take the lighter controller over rumble any day
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Old 05-28-2007, 09:04 AM   #9
GasCat GasCat is offline
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I hate the press sensitivity. I play driving games almost exclusively. Your thumb really starts to go after awhile. I want a cruise control button or one that is strictly for flooring it(click on, click off).

The new controller is far too small. I want the controllers to come in small, medium and large sizes. My hands cramp up when playing the F1 racing game and trying to manually shift. They will contort for a limited amount of time but then it's pain.
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Old 05-28-2007, 10:40 AM   #10
WriteSimply WriteSimply is offline
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Quote:
Originally Posted by GasCat View Post
The new controller is far too small. I want the controllers to come in small, medium and large sizes. My hands cramp up when playing the F1 racing game and trying to manually shift. They will contort for a limited amount of time but then it's pain.
You need a steering wheel and pedal setup. As far as the controller coming in in different sizes, I think that's just too costly. However, that's where you can swoop in and make a business for yourself and other large-handed human beings.


fuad
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Old 05-28-2007, 01:38 PM   #11
NARMAK NARMAK is online now
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Yeah, rumble seems on the cards to make a return. I first posted about this in a god of war 3 thread when one of the guys speaking on it mentioned that god of war 3 will sport 1080p visuals, sixaxis and most of important rumble.
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Old 05-28-2007, 02:44 PM   #12
DavePS3 DavePS3 is offline
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If the rumble is going to suck the battery drainage down to less than a third of what it is now, I'll not bother but if there's only like a 10% difference, I might just get one.
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Old 05-28-2007, 02:48 PM   #13
JTK JTK is offline
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I'm just trying to figure out how rumble and Sixaxis functions can co-exist at the same time...
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Old 05-29-2007, 04:15 AM   #14
WriteSimply WriteSimply is offline
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Rumble may not be the same as the rumble on PS2. The PS2 ones use a lot of juice. So it may not rumble as much or has a different vibration mode.

Apart from force feedback steering wheels and joysticks, I don't see the point in rumble on PS3's controllers. Imagine if keyboard and mouse on PC games start rumbling. Internet porn would be on a completely new level!

"Liquid-proof keyboard with RealSkin technology, with nubs on every key! (except for the Escape key)"


fuad
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Old 05-29-2007, 04:26 AM   #15
ps3andlovinit ps3andlovinit is offline
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Quote:
Originally Posted by JTK View Post
I'm just trying to figure out how rumble and Sixaxis functions can co-exist at the same time...
Heres how ..

http://www.immersion.com/gaming/vide...-gen/index.php

"Motion Control and Tilt Sensing

Next-gen vibration can work alongside motion-control and tilt-sensing features. Because the speed at which a user can move or tilt the controller is much slower than the frequencies generated by vibration feedback, it's possible to differentiate these signals using filtering and other techniques."

This is over a year old so it can only have gotten better. Not sure why wasn't implemented for this generation..cost? .. lots of other neat bits in there as well..

Your welcome

Actually from the advantages link at the bottom..power is reduced. So that answers that one as well.

Next-generation Advantages Compared to current dual-motor systems, next-generation TouchSense® vibration technology supports:
  • Richer, and even more realistic and complex force feedback effects. This is possible by supplying a much broader frequency range and by exerting more precise control over the vibration actuator. Easy-to-use authoring tools allow developers to fully take advantage of these capabilities.
  • Faster response/lower latency for a tighter synchronization with onscreen graphic and audio events.
  • Lower battery consumption for equivalent sized motors; less weight (a convenience for implementing motion control); and deployment in the same or less space.
  • Backward compatibility for tactile effects in games designed for current dual-motor systems.
  • No increase in cost, and in many cases, lower cost, by reducing two motors to only one actuator.

Last edited by ps3andlovinit; 05-29-2007 at 04:29 AM. Reason: added Advantages piece
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Old 05-29-2007, 04:41 AM   #16
Gamekid Gamekid is offline
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It's up to sony on including rumble in the controller. Maybe they will figure out a way.
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Old 05-29-2007, 10:02 AM   #17
Blackraven Blackraven is offline
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Default

Quote:
Originally Posted by ps3andlovinit View Post
Heres how ..

http://www.immersion.com/gaming/vide...-gen/index.php

"Motion Control and Tilt Sensing

Next-gen vibration can work alongside motion-control and tilt-sensing features. Because the speed at which a user can move or tilt the controller is much slower than the frequencies generated by vibration feedback, it's possible to differentiate these signals using filtering and other techniques."

This is over a year old so it can only have gotten better. Not sure why wasn't implemented for this generation..cost? .. lots of other neat bits in there as well..

Your welcome

Actually from the advantages link at the bottom..power is reduced. So that answers that one as well.

Next-generation Advantages Compared to current dual-motor systems, next-generation TouchSenseŽ vibration technology supports:
  • Richer, and even more realistic and complex force feedback effects. This is possible by supplying a much broader frequency range and by exerting more precise control over the vibration actuator. Easy-to-use authoring tools allow developers to fully take advantage of these capabilities.
  • Faster response/lower latency for a tighter synchronization with onscreen graphic and audio events.
  • Lower battery consumption for equivalent sized motors; less weight (a convenience for implementing motion control); and deployment in the same or less space.
  • Backward compatibility for tactile effects in games designed for current dual-motor systems.
  • No increase in cost, and in many cases, lower cost, by reducing two motors to only one actuator.
Informative post
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Old 05-29-2007, 12:31 PM   #18
Need0fMany Need0fMany is offline
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Well, with all due respects, that article is from Immersion, originator of the lawsuit and written at a time when they were trying to prove Sony wrong. So a lot of the abstract information provided should be taken with a grain of salt.

Rumble is fairly low frequency, of course it can be filtered out but it will require additional components and will add to the cost; it's basic engineering. It's also very likely that there would be some performance hit on the motion sensing. No filtering is perfect. Personally, as a user of both SIXAXIS and the Wiimote, I find motion sensing to already be a little inaccurate so I wouldn't degrade it any.

As for rumble, the biggest argument people make for it not being a gimmick is that a few games in the past relied on it for important cues. Any such cues for future sequels of such games could easily be replaced by a low frequency bass on your sound system (and if you have a powerful sub-woofer, you have real rumble again ).

As others have expressed their opinions, I also prefer a lighter controller with longer battery life, so I hope that if they do come out with a new controller that it will be optional for future games. Or better yet, just make a rumblepack add-on so that people willing to bear the cost and battery life drain can get it without becoming a burden on everyone else.
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Old 05-29-2007, 02:11 PM   #19
ps3andlovinit ps3andlovinit is offline
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Quote:
Originally Posted by Need0fMany View Post
Well, with all due respects, that article is from Immersion, originator of the lawsuit and written at a time when they were trying to prove Sony wrong. So a lot of the abstract information provided should be taken with a grain of salt.
True. I just didn't see anything there that seemed unreasonable as to what is possible/expected for a next gen rumble. But i did note why no one adopted it for this generation .
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Old 05-29-2007, 02:23 PM   #20
JTK JTK is offline
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Thumbs up

Quote:
Originally Posted by ps3andlovinit View Post
Heres how ..

http://www.immersion.com/gaming/vide...-gen/index.php

"Motion Control and Tilt Sensing

Next-gen vibration can work alongside motion-control and tilt-sensing features. Because the speed at which a user can move or tilt the controller is much slower than the frequencies generated by vibration feedback, it's possible to differentiate these signals using filtering and other techniques."

This is over a year old so it can only have gotten better. Not sure why wasn't implemented for this generation..cost? .. lots of other neat bits in there as well..

Your welcome

Actually from the advantages link at the bottom..power is reduced. So that answers that one as well.

Next-generation Advantages Compared to current dual-motor systems, next-generation TouchSenseŽ vibration technology supports:
  • Richer, and even more realistic and complex force feedback effects. This is possible by supplying a much broader frequency range and by exerting more precise control over the vibration actuator. Easy-to-use authoring tools allow developers to fully take advantage of these capabilities.
  • Faster response/lower latency for a tighter synchronization with onscreen graphic and audio events.
  • Lower battery consumption for equivalent sized motors; less weight (a convenience for implementing motion control); and deployment in the same or less space.
  • Backward compatibility for tactile effects in games designed for current dual-motor systems.
  • No increase in cost, and in many cases, lower cost, by reducing two motors to only one actuator.
Alrighty then!
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