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Immersion Queries Lack Of PS3 Controller Rumble
Posted by
Zonk
on Wed May 17, 2006 02:22 PM
from the interesting-timing dept.
from the interesting-timing dept.
simoniker writes "Following the announcement that the PS3 controller will lack a rumble feature, Gamasutra spoke to Victor Viegas of Immersion Corporation, which is currently suing Sony over the PS2 rumble functionality, about what he feels the company's reasoning truly is. He claims of the PS3 controller having both rumble and tilt: 'I don't believe it's a very difficult problem to solve', and also said that his employees thought the PS3 controller 'felt light, that it felt cheap and flimsy, and that it lacked weight or substance.'"
Related Stories
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PS3 Finally Ready to Rumble? 99 comments
An anonymous reader writes "Sony has finally settled its longstanding legal dispute over infringement of Immersion Corporation's force feedback patents, which reportedly led to Sony's decision to remove rumble technology from the PS3 controller, by agreeing to pay Immersion at least $150.3 million in damages and royalties. The agreement presumably will result in rumble and perhaps other of Immersion's force-feedback technologies being incorporated in future Sony controllers. Microsoft previously settled a similar lawsuit brought by Immersion, but Sony hung on tenaciously despite complaints about its controller products and disappointing PS3 sales." There's no guarantee that the tech will show up in the Sixaxis controller, of course. After all, rumble is a 'last-gen' feature.
[+]
Microsoft Sues Immersion Over Rumble Deal 48 comments
Waaay back in 2003, Microsoft settled with Immersion over the rumble technology found in their Xbox game controllers. Now, Microsoft is filing suit against Immersion, claiming that the company has not paid Microsoft 'based on certain business and IP licensing arrangements.' CNet has the release, and links over to a Seattle PI blog entry with some investigative digging by Todd Bishop. "One provision of the Microsoft-Immersion settlement wasn't reported widely at the time, if at all: Microsoft negotiated rights to a payment from Immersion -- a refund, of sorts -- if Immersion settled its case with Sony ... Here's where the new dispute arises: On March 1, nearly four years after the Microsoft settlement, Sony and Immersion announced that they had 'agreed to conclude their patent litigation at the U.S. Court of Appeals for the Federal Circuit and have entered into a new business agreement to explore the inclusion of Immersion technology in PlayStation format products.' ... while Immersion and Sony have agreed to conclude their patent litigation, they don't use the word 'settlement,' describing it instead as a business agreement."
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Of all the things (Score:5, Insightful)
(shoving the damn thing down your pants doesn't count as making it useful)
Re:Of all the things (Score:2, Interesting)
Re:Of all the things (Score:3, Insightful)
Re:Of all the things (Score:3, Insightful)
Re:Of all the things (Score:3, Interesting)
Re:Of all the things (Score:5, Funny)
No, but it sure does increase the fun-factor for a whole lot of games...
Parent
Re:Of all the things (Score:3, Funny)
Wait. Nevermind.
Re:Of all the things (Score:2)
Re:Of all the things (Score:2)
Re:Of all the things (Score:2)
Re:Of all the things (Score:2, Insightful)
I worded that post a bit wrong, I meant to say "if it's that important to some people". Some surely consider it a gimmick that's getting old by now, while others would be happy to have more of it, those are
Re:Of all the things (Score:5, Funny)
It does for me, my friend. It does for me. Now if you will excuse me I'm gonna play some Grand Turismo and drive my car against a wall.
Parent
Re:Of all the things (Score:2)
Me? I love the rumble. One game that uses it extremely well is Shadow of the Colossus. It just adds extra depth to the game, and makes it literally "feel" like you are there or involved in some way.
Is it a deal-breaker not to have rumble? Certainly not. After all, I've played numerous games on the PC or old
Re:Of all the things (Score:5, Insightful)
Well, first of all, if it was force feedback, there wouldn't even be a question of whether it's useful or not. Force feedback certainly is useful, in most cases.
But "rumble" is not the same as "force feedback". Force feedback actually gives you real sensations designed to mimic whatever's being simulated. For example, you can actually feel the stick get heavier as you bank into the wind in a flight sim. Or you can feel the steering wheel start to give way as your tires lose adhesion in a driving sim. This is great stuff, and it really makes you feel like you're "in the game".
IMO, a good tactic to counter Nintendo's Wii would have been to make a controller that truly is a force feedback controller and also works equally well with different types of games. The second part is the hard part, because force feedback is sort of a specialized function right now. But if Nintendo can make a motion-sensing controller that works with all types of games, then someone else could do the same with force feedback.
Anyway, to get back to the point, "rumble" is just a shaking mechanism; it doesn't convey any actual "force" on the controller. It's "feedback", I guess, but not "force feedback".
Even so, though, it's a useful thing to have in a lot of games, just not as useful as true force feedback. It depends on how it's implemented. In a racing game, for example, you can still simulate with a pretty good degree of accuracy that feeling of just being on the edge of losing control. You do that with different degrees of shake. Tapping other cars off to the side can be simulated with jolts, and this can actually be helpful because it's not like you can just look off to the side to see what's happening. These are the sorts of situations where "rumble" is nice to have.
There are games where it's basically useless and where it actually may get annoying after a while. Some games have it just to have it; I've played puzzle games where just putting a puzzle piece down results in a jolt from the rumble motors. That sort of thing just gets tiring.
But a lot of games - especially simulators of any kind, action shooters and the like - will miss it.
Parent
Re:Of all the things (Score:2)
No, the second part is easy. You leave it up to the developers. The first part, actually making the thing, is the hard part. So far we have basically three types of force feedback controller: joysticks, mice, and steering/
Re:Of all the things (Score:2, Interesting)
In some games, there's a lot of information coming at you, and not all of it is visible. Rumble isn't perfect, but it's a way to convey information that you can't see or hear. Tire grip and side/rear impacts in driving games is a prime example, but more than that, it means you've hit the ground after a jump in Oblivion, tells you how well you connected with a hit in DOA, it's your heartbeat in Indigo Prophesy, and it's how you escape from cops in
Re:Of all the things (Score:3, Informative)
You can think of force feedback as a layman's term. The fancy-pants word is "Haptics" and encompasses both kinesthetic feedback, where an opposing force is directly applied to a input surface as in a FF-joystick, as well as vibrotactile feedback as in the Dual Shock where the vibration feeds-back information through the input device.
In either case, the input device provides additional information through the sense of touch than the user would have without it.
Wario says (Score:5, Insightful)
However: these are not normal circumstances.
Have you ever played a game called Wario Ware Twisted?
Wario Ware Twisted was a Game Boy game that came out last year. It is very possibly the best GBA game of all time. It also, interestingly, is probably the best glimpse we have into what the PS3 tilt controller will work like.
Wario Ware Twisted had some kind of gyroscope built into it which could both tell which way you were tilting the GBA, as well as provide rumble feedback. The point of the game was that it would provide you a bunch of tiny tasks in rapidfire succession ("cut this carrot!" "stomp on this turtle!" "dodge this rock!" etc.), give you 5 seconds to complete the task, and then immediately move on to the next one, as if someone had put an NES in a blender. The trick is, all of these microgames were played using nothing but the tilt sensor and the A button.
Because, unlike the Nintendo Wii and its remote control / 3d mouse, WWT is played on something that "feels like" a traditional controller (i.e. a GBA or DS), Wario Ware Twisted is probably actually closer to how the PS3 controller ought to work than the Wii demos that Nintendo has shown so far.
One of the surprising things about Wario Ware Twisted is that, although under normal conditions I personally consider rumble to normally be a stupid gimmick, once you slapped in the tilt sensor the rumble became absolutely necessary, and after playing Wario Ware Twisted it is very hard to imagine tilt sensing working without rumble.
This is why: part of good interface design is providing feedback. An example we see on a computer might be a button; when you click on the button, it provides feedback by visually highlighting, signalling to the user, hey, you pressed a button. That would be an example in a graphical user interface. However when you are designing a tactile interface, like a video game controller, you need to provide tactile feedback. When you press a button on a controller or a key on a keyboard, you feel the key depressing under your hand. When you move a mouse on a desk you feel the mouse dragging across the mousing surface. The point in all cases is, the user needs guidance to know, hey, that thing you did, it did something. The user can figure out what's happening even withut this guidance, but it just won't feel natural.
And part of what makes Wario Ware Twisted feel natural is the guidance of tactile feedback. Whenever the tilt sensor is active, it emits little rumble jolts every time it registers a reading. This means that when you turn the controller, it "resists" in your hand, or provides the illusion of doing so, to give the impression you are actually "turning" something. Furthermore the game is set up so that the "heavier" the thing you're controlling is, the greater the feedback. The rumble "resistance" is greater in a microgame where the controller is moving the earth than in a microgame where you are moving a fly. Meanwhile when you turn the GBA quickly the resistance comes quicker than when you turn it slowly, giving immediate feedback that you are having a greater effect.
The GBA is no harder to turn when the resistance is present, but just the feel of the thing gives you a clear idea, straight to your reflexes without any need to think about it, when I tilt the controller, is it having any effect? And how much effect is it having? The extent to which this adds to the natural feeling of the game is quite startling.
This is why, hilariously-- although there are claims that Sony took out the rumble to prevent it from interfering with the tilt control-- the Dual Shake needs rumble exactly because it has tilt control. Sony's tilt control is going to be effectively one step behind a Game Boy game released last year.
Parent
Re:Of all the things (Score:2)
And it's not like it's any kind of credible feedback, anyway. There's an unbalanced weight that spins around, and it's either on, or it's off. That's not feedback anymore than a light going on would be feedback.
I mean, I've done the following:
Driven a car; driven a truck; flown in a CH-47 helicopter; gone skiing; gone mountain biking; gone sailing; ridden a jet-ski; ridden a dirt bike; driven a 3-wheeler; fired guns; set off high explos
Re:Of all the things (Score:2)
For racing, when you bumped into something. For fighting, when you took a hit. All kinds of stuff benefitted from having that little bit of tacitile feedback.
Re:Of all the things (Score:3, Insightful)
Re:Of all the things (Score:2)
Re:Of all the things (Score:2)
obvious (Score:4, Informative)
Re:obvious (Score:2)
Re:obvious (Score:2)
Will any of them miss it?
I know I don't miss it in my WaveBirds, and I've never heard anybody else complain about it being missing from them either. "Rumble" was a neat gimmic back in 1998. Now, who cares? It rarely adds anything to the experience, and the novelty has worn off. Personally, I'd rather have more controller battery life.
Re:obvious (Score:2)
I'm all for Sony sticking it to immersion, but I'd bet it has more to do with the lack of cord than with the bogus patent.
Immersion to Sony: (Score:5, Funny)
Re:Immersion to Sony: (Score:3, Insightful)
How about "We lost the Immersion patent lawsuit" (Score:4, Informative)
Oh, and I believe Microsoft, who was also sued for violating the patent, settled for an undisclosed sum.
Re:How about "We lost the Immersion patent lawsuit (Score:2)
Re:How about "We lost the Immersion patent lawsuit (Score:2)
Re:How about "We lost the Immersion patent lawsuit (Score:2)
In other words, Sony itself had prior art. Who would have thought that the courts would ignore that and let Immersion win... twice?
Please ask anyone else, anywhere. (Score:2)
Crazy patent (Score:5, Insightful)
"Viegas is confident, however, that his company's technology will be at home on video game systems in the future."
They call this technology ?! They call this piece of crap of two different weight lead spinning over an axis a "force-feedback and so-called "haptic" (engaging the user via the sense of touch)". A Patent was awarded over this ? Surely I'm not the only one to think that PATENT LAWS should be revisited ?
Happy for me that this technology is a piece of crap I can live without... and I'm a video game programmer specialized in Input.
Re:Crazy patent (Score:2)
What does your expertise in input have to do with output?
Re:Crazy patent (Score:2)
MGS4 (Score:3, Insightful)
That kind of makes sense, but you could certainly provide both and let the game pick which to use (using both simultaneously would probably not work for obvious reasons). I'm guessing that is Sony's official excuse rather than saying "we lost a patent lawsuit".
Given the choice, I would much rather have a controller with motion sensors (and games designed to used them intelligently) rather than rumble any day. Contra would have been more fun for me if throwing the controller around actually made the player move a little faster or jump a little higher when I needed it. Let's face it, we all did this anyway, might as well make a controller that understands it.
Finkployd
Re:MGS4 (Score:5, Informative)
Parent
Re:MGS4 (Score:2)
Either way, (with the exception of the Metal Gear Solid games) I'm not going to miss the rumble function. The thought that someone is probably using the controller right now for sexual purposes is disturbing.
Finkployd
Re:MGS4 (Score:2)
Incidentally, I have no idea what the hell I am saying here. This is probably a sign I need to take a break from
Finkployd
Re:MGS4 (Score:4, Interesting)
Parent
Wii (Score:3, Insightful)
"He said that his understand was that the PS3 controllers are going to have motion sensors in them (I guess like the Wii controller) and that you couldn't do both motion sensors and rumbling...
"That kind of makes sense..."
Until you realize that the Wii incorporates both, and uses both.
Personally, I'm more interested in learning why the rumble feature is the DualSchock and XBox controllers violates this patent, but the Nintendo 64 and Gamecube rumble doesn't? I mean, besides the fact that Nintendo ha
Google is My Friend (Score:2)
Looks like someone else has wondered the exact same thing. [slashdot.org]
And yet, the answer only raises more questions...
Rumble is a PITA (Score:3, Insightful)
So Sony has to deal with the fact that rumble sucks batteries, interferes with the tilt sensors, and has to deal with the Immersion lawsuit. It's a no-brainer, kill the feature.
gee zonk (Score:2, Troll)
Go through all the trouble to post -yet- another Sony hater article - and people are beating up on Immersion instead.
I think that's hillarious myself.
Why can't you do rumble and motion sensing? (Score:2, Insightful)
Two Easy Reasons (Score:2)
2. If the controler itself has a "motion sensor" itself, ie the tilt functionality showcased in Warhawk, then having a controler that vibrated might interfere with it reporting correct user input. It isn't that the controler is delicate but the way tilt is measured is thrown off by extra forces like vibration.
Durability (Score:2)
I know someone is going to say that button
Re:lmao.. (Score:2)