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submitted 1 year ago by misk@sopuli.xyz to c/games@sh.itjust.works
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[-] Appoxo@lemmy.dbzer0.com 2 points 1 year ago

Haptic feedback has everyone. How does it differ in any form from other controllers.
Pretty sure only the Switch and PS5 Controllers have something unique to vibration motors

I'm pretty sure they're talking about the gyro, which Sony and Nintendo have had since the previous generation.

[-] Appoxo@lemmy.dbzer0.com 0 points 1 year ago

Gyro is imo a bit of a gimmick.
Same as the adaptive triggers from the PS5 and the HD rumble from the switch and the Kinect from the Xbox 360/One.

They are all pretty cool but how many devs will actually implement it?
HD rumble: Sure, there are party games but those are 1st party (usually) and what purpose do they offer besides the few haptic feedbacks?
Adaptive trigger: I see two options. Racing or Archery. Maybe the odd platformer.
Kinect: Basically a Wiimote and a WiiFit - the scale. It had a few neat titles but basically useless unless you like the swish around in the dashboard.

So what purpose does the gyro serves outside of more expensive hardware the majority of devs will not utilize. Am I really missing out on something?

[-] SatyrSack@lemmy.one 4 points 1 year ago

Gyro aiming makes a huge difference, and as long as the OS or whatever supports it, game developers have to do nothing extra to support it.

[-] Appoxo@lemmy.dbzer0.com 1 points 1 year ago

I have a SteamDeck...Maybe I should try it at least.
But I honestly can't see myself using it with something like Halo Infinite or Doom Eternal.

But true: If the OS does itbas a full implementation, no extra work.

[-] SatyrSack@lemmy.one 2 points 1 year ago

Those are exactly the types of games that most benefit from gyro controls. You still use the right joystick to look around like normal, but then you also have gyro to make fine adjustments on top of that.

this post was submitted on 19 Sep 2023
62 points (88.8% liked)

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