This article is based on an article from the Japanese edition of Engadget and was created using the translation tool Deepl.
Along with the PlayStation 5's first advertisement video, "Welcome to a breathtakingly immersive world," Sony has also released a text in which PS5 game developers talk about how they use these features and what makes them different from previous generations.
The main differentiators that Sony is promoting are as follows.
Tactile feedback. It improves the accuracy of traditional vibrations, reproducing not only the buzzing sensation, but also the roughness and sharp knocking sensations. It conveys the sensation of being on the spot, such as the condition of the road surface and the feel of an object held in the hand. The position (direction) of the movement can also be expressed.
Ability to dynamically control the resistance of the RL trigger. The feel of a bow being pulled, as depicted in the commercial video, and the response when operating it.
The various sources of sound in the game world are captured in three dimensions and dynamically and their directions are conveyed. Virtual surround technology that uses the head transfer function to provide (some) forward and backward sensations through normal earphones and TV speakers.
Developer comments on how to use these features range from explaining how to use them in a game to simply saying "I'm looking forward to using it". We've quoted some of the most obvious ones here.
Brian Horton // Creative Director, Marvel’s Spider-Man: Miles Morales
"We’ll be hinting to players which direction attacks are coming from by providing haptic feedback from the appropriate direction on the DualSense wireless controller." (Spider-Sense)
"As you hold down Square to do a Venom Punch, you feel Spider-Man’s bio-electricity crackle across from the left side of the controller, culminating in the right side on impact.”
Dinga Bakaba // Game Director, Deathloop
"Deathloop being a first-person shooter, we do a lot of things to make weapons feel differently from one another. "
"One I like is blocking the triggers when your weapon jams, to give to the player an immediate feedback even before the animation plays out, which prompts the player in a physical way that they have to unjam their gun."
Mathijs de Jonge // Game Director, Guerrilla (Horizon The Forbidden West)
"Horizon ForbiddenWest features new weapons that are designed to feel unique and play a specific role in combat with machines and human opponents. The DualSense wireless controller adaptive triggers will help us to make the weapons feel even more unique and satisfying to use."
Gavin Moore // Creative Director, SIE Japan Studio (Demon's Souls)
"Now you feel every blow as you strike down your enemies and cast each spell. You’ll experience the force of a titanic boss’ attack as you pull off a well-timed guard. Metal strikes metal when your foes block your attacks or you block theirs."
"That extra sensory feedback through the controller allows you to know your attack hit home and your perfectly-timed parry was a success, so you can react faster and more decisively."
"We can also turn the simple act of pulling a lever to open a gate into a sensory experience."
"Haptics [are] integral to the experience, to immersing the player in the world and adding to the gameplay."
Marcus Smith // Creative Director, Insomniac Games (Ratchet & Clank: Rift Apart)
"For instance, the Enforcer is a dual-barreled shotgun type weapon. As you pull the trigger, you’ll fire from one barrel, and you can feel resistance around halfway down the trigger. Need a bigger blast? Pull the trigger through that resistance point and you’ll fire both barrels at the same time."
Nicolas Doucet // Studio Director, Japan Studio (Astro’s Playroom)
"As a developer, we want to surprise with unexpected feelings so the haptic feedback has been our central focus [for Astro’s Playroom]. The concept of “feeling the world” is omnipresent, that’s a significant step forward in immersion. I tried turning haptic feedback off once, and could not believe how much I missed it. It is a game changer for sure!"
"We use haptic feedback throughout the entire game. The most striking are the surfaces because players will notice within the first few seconds. Astro’s steps can be felt running on plastic, metal, sand, and even splashing in water."
Kazunori Yamauchi // President, Polyphony Digital (Gran Turismo 7)
"I think the most effective use of the adaptive trigger [in Gran Turismo 7] is for representing the operation of the antilock brake system (ABS) while braking. A typical ABS releases brake pressure intermittently while the driver applies pressure to the pedal. The adaptive trigger is suited for recreating this pedal feel, and it will allow the player to accurately feel and understand the relationship between the braking force they want and the tire’s grip."
"Compared to the rumble force feedback we had in the past, the special character of the haptic feedback is that it has a bigger range of frequencies it can produce."
"What this means, is that sound design and tactile design can be handled in a continuous, integrated manner."
The full text, including some less specific comments, can be found here.
While the unique hardware features and inputs and outputs are a differentiator that other companies can't duplicate, the dilemma for third parties is that it's hard for them to place it at the core of their games because of the multiple deployments.
We're looking forward to seeing the potential for first-party titles to take full advantage of this feature, and how it will be used in a way that will give people a reason to choose the PS even if it's a multi-platform title.
This article is based on an article from the Japanese edition of Engadget and was created using the translation tool Deepl. The Japanese edition of Engadget does not guarantee the accuracy or reliability of this article.