Sony Interactive Entertainment (SIE)’s latest generation of amusement console “PlayStation 5 (PS5)” was officially launched globally in November last year. In addition to the dramatic increase in graphics processing performance and reading speed, one of the key features is its equipment. The new “DualSense wireless controller” has added two new functions, “haptic feedback” and “adaptive trigger”, which greatly enhance the immersion and control changes of the gaming experience.
Interview with SIE Product Management Director Junya Aoki
SIE Product Management Director Junya Aoki |
GNN :When did the development of DualSense begin? What are the main teams or partners involved?
Aoki:The development of the DualSense wireless controller started in 2016 and was jointly completed by the SIE hardware team and the PlayStation Studios team. In the PlayStation Studios team, the Asobi team is highly involved, because their headquarters is in Tokyo, and the hardware team is also in Tokyo, making it easy to share early hardware prototypes and discuss efficiently. Soon after, we started to work with other PlayStation Studios teams to get further feedback from the development team.
GNN :What are the goals set at the beginning of development? Have you tried those ideas?
Aoki:We hope to provide a higher level of immersion through the controller. The goal of DualSense wireless controller is to seamlessly connect players and games, allowing playersForget about holding the controller in your hand. We want the controller to be part of the overall gaming experience on PS5 as if it does not exist.
To achieve this goal, we tried many different ideas, just like when we develop other products.
GNN :In the end, why did you choose to add haptic feedback and adaptive triggers, based on what kind of considerations?
Aoki:Including game developers at PlayStation Studios, our team members believe that haptic feedback and adaptive triggers are two key features that can provide advanced immersion. Among the ideas we have tried, these features can best help us achieve the goal of seamlessly connecting the player and the game-by actually feeling the effect of the operation in the hand, allowing the player to integrate into the game.
GNN :Vibration motor technology has been around for many years. Why did you feel that this part needs to be changed in the first place?
Aoki:The traditional vibration motor is not delicate enough to create a touch that is closely related to the experience in the game. In the first few mainframe generations, this technology has not been further improved. “Touch” has not received the attention it deserves in the industry, so we think this is an opportunity to try something different. Our engineering team has developed a demo of the ball rolling in a box. The material of the ball can be changed to wood, plastic or metal. Once the material of the ball is changed, it will be obvious that the experience of tactile feedback has changed. Therefore, we decided to choose the haptic feedback experience as one of the potential new features of the DualSense wireless controller.
GNN :What alternative technologies have been sought during the development process? What was the reason for choosing Linear Resonant Actuators (LRA) in the end?
Aoki:Linear resonant actuator (LRA) was selected as a feedback device because of its wide-area fidelity and low latency. It helps us to use sound waveforms as input means to achieve “touch”.
GNN :Is there any specific data or magnification that can help everyone understand how much the tactile feedback is compared to previous vibrations? Like the frequency range that can be presented? Power level or something?
Aoki:Sorry, we do not share the comparison figures with the DualShock 4 vibration function.
GNN :Based on what kind of idea is the adaptive trigger function added?
Aoki:The L2 and R2 buttons are the two most frequently used buttons on previous controllers, and they are also the largest in size and depressible range. We hope to use these buttons to show a more realistic “touch”. We used a dynamic controller equipped with an adaptive trigger to test the early demos in a VR environment. It feels incredible, especially since you can see what your hands are doing in the game. Later, when the adaptive trigger was tested in a non-VR environment, it still achieved the goal of seamlessly connecting the player and the game, deepening our confidence in this new technology.
GNN :Have you tested those trigger designs during the development process? How did you choose the current plan in the end?
Aoki:In order to ensure that the finished product can provide a targeted gaming experience and meet the ergonomics and design of the DualSense wireless controller, we have tested many different trigger designs. The final choice is a solution that can balance both aspects.
GNN :Joining these new technologies is bound to pay more costs. How does the development team make a trade-off between function and cost?
Aoki:This is a trade-off. For us, the focus is to ensure that our products are innovative and at the same time provide players with a quality experience.
GNN :In the past, many unconventional features of consoles failed to bring substantial impact because they were rarely adopted. So how does the development team ensure that the new features of DualSense are welcomed by game developers and widely adopted this time?
Aoki:When we first revealed the new controller prototype to game developers, their response was very positive. The joy and smiles on their faces made us feel shocked and excited. Developers immediately started to think of ideas and wanted to implement these features in their games. This goal of providing an immersive gaming experience is consistent with the goal we want to achieve with the DualSense wireless controller. The reaction from game developers in the early stage makes us convinced that it will be welcomed by many other developers.
GNN :At present, DualSense can only play PS4 games downstream of the PS4 compatible mode of PS5, but it cannot be used directly on the PS4 console. Would you like to ask if there are any plans for PS4 to add support for DualSense through an update in the future?
Aoki:There is currently no relevant information to reply to this point.
Interview with Housemarque representative Gregory Louden
|
Housemarque represents Gregory Louden |
GNN :Could you please share your first impression of DualSense with the production team?
Greg:When we first saw the prototype of the DualSense wireless controller inside Housemarque, we were deeply shocked by the potential of the tactile feedback and adaptive trigger. It demonstrates the potential to increase texture and touch and feedback of different materials in the game experience, while at the same time elevating the immersion and overall atmosphere of the game to a new level. I clearly remember that when Pedro Sousa, the producer of XDEV, brought the prototype to Helsinki and let us play with this brand new controller from Japan, we deeply felt how special the new thing in hand was.
GNN :At what stage did you get the DualSense development kit? Before or after the game is put into development?
GNN :Does the introduction of haptic feedback and adaptive trigger support bring additional burdens or challenges to game development? How does the production team manage these previously unavailable functions?
Greg:The DualSense wireless controller has undoubtedly opened up a whole new field for developers to explore and innovate. It does bring more work and development time, but I think if players can be more integrated into the game experience, the extra time and energy spent are worth it.
.