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8bit-wizard t1_j0cj1kl wrote

What kind of haptics are you referring to? The old one already had this.

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FlatulentWallaby t1_j0cjn85 wrote

PS5 controllers have adaptive haptics so it actually feels like pressing a trigger with resistance.

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GimpyGeek t1_j0d0x4d wrote

They do but if there aren't games to set it up I don't think it's going to do so hot like on ps5.

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FlatulentWallaby t1_j0d2ilu wrote

Better to have them built in for future use than to not have them and make you buy a new controller when games start using it.

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GimpyGeek t1_j0d9saq wrote

I get where you're coming from, though I do wonder if sony doesn't have a patent on that, in which case a non-functioning feature that would increase cost isn't great either, especially if it might not be used.

Most PC gaming is relying on Xbox's standard and well, much as I wish they'd add something nice sometimes, they haven't really put anything notably new into their spec since the 360, so probably nothing soon.

Valve can make their own spec, yes, but they've done that with steam input already, and very few games have taken advantage of it, dunno maybe the deck might wake some devs up probably still mostly indies though. The few that did mostly just added named input events and nothing more, nothing fancy for touch pads, or custom icons for touch/radial menus, these are all things they can do, but very, very rarely seen, and usually not even by AAA games (except for a few basic steam input events anyway)

Props to those that did use them, though. Much as I was not a fan of Magicka 2's way to select elements on a pad, the way to handle aiming on the touch pad was very nice.

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[deleted] t1_j0cu9ig wrote

[deleted]

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FlatulentWallaby t1_j0cuh9g wrote

You spelled immersive wrong.

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zanraptora t1_j0d7frz wrote

Try "They have force feedback so they have weight and texture to them" so it sounds slightly less like you're strangling the hardware.

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