Console Controller Vibration And Haptics

Discussion in 'TSW General Discussion' started by surreychuff#3060, Aug 25, 2023.

  1. surreychuff#3060

    surreychuff#3060 Active Member

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    I’m really looking forward to this feature being introduced for PS5 (and all consoles)

    it will add so much to the immersion, but I’m making the assumption it will only apply to new TSW4 routes rather than any backward compatibility?

    DTG Matt will this work on older TSW route content played through TSW4? I.e would the 375 on SEHS played through TSW 4 have rumble?

    Or is it restricted to TSW4 released (any?) loco used on a TSW4 route?

    thanks!
     
  2. TimTri

    TimTri Well-Known Member

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    I believe the Roadmap Part 2 states all routes playable in TSW4 will fully support the haptics, but safety system audio over the controller speaker will only be available on TSW4 routes (I’m assuming that requires modifications to the in-game audio mix/output).
     
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  3. DTG Matt

    DTG Matt Executive Producer Staff Member

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    All routes and trains will support haptics, I was using it on the 101 on NTP the other day.

    Matt.
     
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  4. JZJ90

    JZJ90 Active Member

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    I was so happy when I heard the controller rumble was coming to TSW finally, I've missed it so much!
     
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  5. FredElliott

    FredElliott Well-Known Member

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    Will PS5 get advanced haptics or will it be the same experience between a PS4 and a PS5 controller? (eg. trigger resistance and some other gubbins are PS5 controller only)
     
  6. antwerpcentral

    antwerpcentral Well-Known Member

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    Yup never understood why my controller never vibrated. You are so used to it from other games you are surprised when it's not there.

    Having the speaker noises is also very neat. Next up Adaptive triggers. They are still on my wish list. But I had not expected that many controller features would be supported in the first place.

    Not mentioned as supported in the FAQ
     
  7. JonnE

    JonnE Well-Known Member

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    After I've felt a bit reluctant first after the first impressions regarding the starter routes, a bit more info on their layers and especially this feature helped me a lot to look forward to TSW4 and is probably the single feature I'm most looking forward to. This could have a cool and massive impact on the experience. Great that it works on all routes! :cool:
     
  8. DTG Matt

    DTG Matt Executive Producer Staff Member

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    We haven't implemented adaptive triggers, no, it's just the rumbles, light bar and speaker.

    I really need to get a PS5 with a couple of games and experience these advanced features for myself really, time to go sweet talk the wife maybe :-P I've been hankering a bit of Gran Turismo it has to be said. What are your recommended games for experiencing the controller features at their best?

    Matt.
     
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  9. FredElliott

    FredElliott Well-Known Member

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    Re purchasing, Game have 100-ish quid off PS5 disc version at the minute

    For experience, absolutely nothing beats Astro's Playroom, and its free on the PS store. Rain effects, haptics while running that differ depending on the surface you are traversing, and tons of other neat stuff (and not all related to the haptics) are all excellently showcased

    For more traditional games, Gran Turismo 7 for accelerating/braking/surface feedback and resistance on triggers for velocity are very good, PS5 version of Death Stranding has subtle but effectivefeedback too
     
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  10. Thunderer

    Thunderer Well-Known Member

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    By far the best demonstration of the Dualshock 5's capabilities I've seen (felt) so far are in the game that comes free on the PS5 - Astro's Playroom. You get to feel raindrops, different textures underfoot, acceleration/deceleration, even the controller being filled with marbles and them rolling around inside it as you tilt it.
     
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  11. DTG Matt

    DTG Matt Executive Producer Staff Member

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    Hmm disappointing there's no PS5 + GT7 bundle! Still, £399 isn't bad for the machine at all.

    Ok, i'll get some flowers and sweet talk the missus later :)

    Matt.
     
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  12. antwerpcentral

    antwerpcentral Well-Known Member

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    Don't rush these out. Some games have really bad adaptive trigger support. The standard astro game is very good reference point as are most PS exclusives. If done well it might even tempt PC users to switch because adaptive triggers is very immersive in an environment like a cab. Let real drivers test it before you release adaptive triggers, until they say it feels like a real cab ;)
     
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  13. FredElliott

    FredElliott Well-Known Member

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    A possible use for triggers specifically could be when moving levers or pushing buttons manually in the cab, would need a rethink of the controls though since currently cross button locks the slider for levers and is the action button for ... buttons
     
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  14. DTG Matt

    DTG Matt Executive Producer Staff Member

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    We're unlikely to make sweeping changes to the controller layout to be honest - but i'm open to ideas from those who have used it and how you might think it could be represented in the controller to achieve that immersion?
     
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  15. MYG92

    MYG92 Well-Known Member

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    Can you bring back that very useful functionality when holding “L3”, it put us back inside the cab. Very practical when you’re at the opposite from the cab especially with long sets.
     
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  16. FredElliott

    FredElliott Well-Known Member

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    So to expand on what I said above, perhaps a third controller method after Immersive and Classic, with a simple change of the action button being changed from cross to RT, such that when you move the crosshair over an interactive control, pressing RT activates it instead of cross. To allow this to work, you could have the camera slow down slightly and buzz the controller gently so the player knows theyve crossed something that can be interacted with, and slowly drift the camera towards it while crosshair is in the vicinity. Then, when the pop up text is activated to say what it is (AWS lever for example), have RT active to grab it, lock the trigger at say 10% pressed, use left stick to move slider and slowly release the RT lock so that when slider reaches its extreme position, RT by that point is fully depressed. Diffiicult to put in words but hopefully you get the gist

    Buttons in the cab would be simpler, simply put some resistance in the trigger (not too much, buttons are unlikely to be hard to push of course) and a gentle buzz to reflect the click sound effect perhaps?

    For levers, perhaps an alternative would be to change how the slider works - instead of using the left stick to move the slider, change that to triggers instead, for example on a combined throttle/brake handle, cross to activate as usual, and then the triggers control up/down on the slider, with appropriate trigger resistance
     
  17. DTG Matt

    DTG Matt Executive Producer Staff Member

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    Oh - having it used the trigger instead of the joystick while olding the cross button down... interesting.

    I was expecting that things like feeling notches would be something you could do on the adaptive triggers too maybe.

    Do the adaptive features just work on L1 and R1 ? or do they also apply to L2/R2?

    What other features on the controller are new and unique to look at?

    For those just tuning in - just to be 100% clear - this is NOT supported in TSW4 and is NOT on any plan to be implemented, this is a discussion about possibilities :)
     
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  18. antwerpcentral

    antwerpcentral Well-Known Member

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    Adaptive for levers is a no brainer. Everything that you switch from left to right or vertically and horizontally. Switching the rails manually might even get me out of the cab more often :D
     
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  19. FredElliott

    FredElliott Well-Known Member

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    Exactly what I was thinking re notches yes, though it could get complicated on the handles that have 10-20 notches heh

    Feedback and resistance is on triggers only (these are L2/R2). For the standard Immersive layout where triggers control velocity, would need some thought - you could buzz the trigger as it went up each notch, but resistance I think would need to be applied as a whole entity, insomuch as while a throttle lever is an analogue control, its resistance is constant regardless of which position you're setting it to, as opposed to say an accelerator pedal on a car, where resistance grows the harder you push it

    Two specific examples:
    1. Throttle lever going from position 0 to position 4, I might have 25% resistance on the trigger itself, plus a buzz as the lever is pushed and reaches each notch, with the speed of the lever movement itself same as it is in TSW3
    2. Throttle lever is locked due to master key not being inserted - lock the trigger completely ( I think this possible) and buzz the trigger to indicate its not moveable
     
  20. swift19

    swift19 Active Member

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    The adaptive features are just for L2/R2, not L1/R1, ie the trigger buttons.
     
  21. DTG Matt

    DTG Matt Executive Producer Staff Member

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    I'm always mixing those names up. I'm an xboxer, i like trigger and bumper :)
     
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  22. TSW Nathan

    TSW Nathan Well-Known Member

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    I bet that was fun with the jointed track! ;)
     
  23. TSW Nathan

    TSW Nathan Well-Known Member

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    Lol. Good luck Matt!
     
  24. antwerpcentral

    antwerpcentral Well-Known Member

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    Even collectables could feel more immersive with adaptive triggers. Aren't we sticking posters to walls all the time?
     
  25. Mr JMB

    Mr JMB Well-Known Member

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    GT7 is great and apparently with PSVR2 is a whole different level of immersion.

    Can you use controllers in the PC version of TSW? Is that supported with haptics etc?
     
  26. antwerpcentral

    antwerpcentral Well-Known Member

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    Yup GT7 is one of the best examples of impressive adaptive use. When I was on Xbox I did not think it would be that big omission but racing games feel stale now on Xbox without the extra immersion.

    Haptics was mentioned as all platforms so also PC
     
    Last edited: Aug 26, 2023
  27. GuitarMan

    GuitarMan Well-Known Member

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    Will this work for PC players who use controls? (hopeful member of that group here...)
     
  28. Inkar

    Inkar Well-Known Member

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    Please post again in the forums after you tell her. We are worried about your safety. :D:D:D
     
    Last edited: Aug 26, 2023
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  29. james64

    james64 Well-Known Member

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    Will sound still come through the speakers if you're wearing headphones? I despise games that use the speakers for audio. I find it breaks the immersion having sound come from a completely different source and it's very intrusive when other people are in the same room.
     
  30. DTG Matt

    DTG Matt Executive Producer Staff Member

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    If you have headphones on, the playstation naturally cuts the audio from the controller anyway - plus if you simply turn the volume down in the game for the controller audio it will revert to the main speakers too - you have plenty of control over it.

    PC players with gamepads will get rumble yes, but ofc not the playstation specific features since they don't work away from the playstation itself.

    ... and yes all that jointed track was great :)

    Matt.
     
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  31. mattchester#9176

    mattchester#9176 Well-Known Member

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    For the adaptive triggers, Borderlands 3 is a great example. They've really managed to make firing each weopon feel different. Would be great to make pulling leavers on diffenrt trains feel unique. Problem is it would old only work on increasing Throttle and Break but would certainly be much better than nothing at all if you could implement it.
     
    Last edited: Aug 26, 2023
  32. airbusfan1330

    airbusfan1330 Active Member

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    Was that big space really worth it?
     
  33. mattchester#9176

    mattchester#9176 Well-Known Member

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    For some reason the WYSIWYG editor on this forum loves to add extra lines and move the cursor round on Android. Uusally I copy and paste out of Notes to get round it but thought I'd risk it today. Not a good idea! Have edited it now.

    Does this happen for anyone else?
     
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  34. MrAsieru

    MrAsieru New Member

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    Looks like the light bar can be changed using the Steam API. I haven't found anything about the speaker though.
     
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  35. DTG Matt

    DTG Matt Executive Producer Staff Member

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    Dangit that's two games I have to buy now, extra flowers needed.

    As noted above, with some small tweaks, it could be made to benefit every lever potentially.

    Matt.
     
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  36. Calidore266

    Calidore266 Well-Known Member

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    I've never been able to like controller vibration while playing (or what it does to the battery), so I always leave it off.

    Now, there was a pinball machine called Earthshaker which contained a rumbler motor that shook the cabinet at appropriate times. If I had mad tech skills, I would like to attach one of those to my chair, set up a connection to the Playstation somehow, and enjoy being rattled around by Sand Patch's AC4400CW as I drove.
     
  37. JimmyTheHut

    JimmyTheHut Well-Known Member

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    Ratchet & Clank: Rift Apart is also great with the adaptive triggers and speaker. Astro's playroom is brilliant though. Really shows what is possible with the controller on the PS5.
     
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  38. DTG Matt

    DTG Matt Executive Producer Staff Member

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    Ok there's a bundle that comes with R&C for te same price so i might go with that one then, plus the other two that were mentioned. No extra flowers needed.
     
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  39. Princess Entrapta

    Princess Entrapta Well-Known Member

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    I don't do controller vibration bc it messes with my proprioception, but for those it helps immerse more, I'm glad.
     
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  40. simpman

    simpman Guest

    Really appreciate the effort here into improving the controller function support in TSW4. Here's my current Dualsense wishlist

    The controller itself using gyro could be a potential alternate control method. For example levers and knobs could move based on the tilt of your controller and cross rather than the left analog stick and cross.

    With PS5 you can really simulate the effect of a stiff knob or notches with haptics and adaptive triggers. Also I think Steam Input has adaptive trigger support so adding it on PC is a possibility.

    Another thing to consider adding to controller speaker is the limited voice dialogue in the game. Having that on your controller will focus the audio closer to you & sort of simulate a radio. You could also add some of the radio chatter that is mixed in American content.

    I think your team should keep exploring the possibilities of the PS5 Haptics because it's night and day compared to the traditional rumble on previous controllers. I think I'd appreciate a subtle effect while walking in the world, for example.

    Dualsense microphone + voice commands = potential hands free operation, increasing accessibility. Then also not everything needs to be a control you can expose lesser used functions via the voice commands only.

    But I've mentioned my two biggest asks for controllers before and I'll just reiterate them here: Custom controller layouts and the ability to change your controller layout on the fly while in content.

    Dualsense Edge comes with extra back buttons and I think that would be a good place to start testing custom buttons. I miss my camera speed so much if you added that I'd consider an Edge just for that. Although the gamepad+keyboard works, It's a clunky solution.

    Edit: Camera speed might be less critical in TSW4 with being able to pause being a thing. I'll have to try it and see if that works for me. Adding a camera speed toggle to the pause/photo mode is definitely something to consider for controller users.
     
    Last edited by a moderator: Aug 26, 2023
  41. FredElliott

    FredElliott Well-Known Member

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    Mirthful giggle

    (Yes I'm still easily amused)
     
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  42. Thunderer

    Thunderer Well-Known Member

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    Even simple things like having the controller give a little rumble when the doors open or close on the left or right would increase the immersion.
     
  43. simpman

    simpman Guest

    Phew glad I didn't say "stimulate" ;)
     
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  44. FredElliott

    FredElliott Well-Known Member

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    upload_2023-8-26_18-51-14.gif
     
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  45. simpman

    simpman Guest

    Thought of another thing, a dedicated camera mode like what the classic controller has EXCEPT it doesn't lock you out on controlling your train using keyboard controls. That was always my gripe with classic controller I'd get stuck in the camera mode and try to action my train and end up 50 feet in the air or hugging the rails. I'd still do that for sure but at least the keyboard backup would work.
     
  46. Irish Train sim

    Irish Train sim Well-Known Member

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    Just don’t tell her..
     
  47. Calidore266

    Calidore266 Well-Known Member

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    They always know.
     
  48. DTG Matt

    DTG Matt Executive Producer Staff Member

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    She has it set so the minute anyone breathes near the bank account it pops a message up on her phone, there's no "dont tell her" lol

    All good though, just gotta find a decent deal now.

    Interesting feedback. No direct support for Edge here yet but we do have one in the office I saw earlier.

    Matt.
     
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  49. Irish Train sim

    Irish Train sim Well-Known Member

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    More chance of us getting Newcastle to Edinburgh than you getting a PS5 anytime soon then … one day eh :) DTG Matt
     
    Last edited: Aug 26, 2023
  50. SonicScott91

    SonicScott91 Well-Known Member

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    Definitely recommend Astro's Playroom if you're looking to experience PS5's haptics. Ratchet & Clank also makes use of them for the weapons you can get in the game :)

    Just curious Matt, while we're on the PS5 topic.

    Are there any performance improvements for TSW4 on PS5, in comparison to TSW3? I find a few TOD4 routes tend to suffer stuttering and rather unstable FPS in areas, SEHS is a good example of this. Redbus has done comparisons on this with the Series X version, and the XSX seems to be more optimised in the same areas that the PS5 tends to stutter.
     

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