One of the "chips" of the DualSense gamepad is improved vibration. What is its improvement? Well, for example, in a journal about technology Sony It is said that the controller can generate tactile return based on game audio effects.

The technology was created to facilitate the development of vibration in games. The Japanese corporation has prepared a set of tools – when working on tactile dedication, it will allow you to miss a few steps that were necessary for Dualshock 4.

When creating technology, neural networks were involved:

The focus of our developments was the technology of deep neural networks, but the problem was that in the past few studies were conducted in which this technology was applied to touch, and not to images and sound.

In the beginning we spent many days, just tormented with the data. Later we studied and checked various algorithms, receiving advice from experts. This allowed us to a certain extent to automate the generation of high -quality vibration signals, creating the impression that they were developed manually.

According to media reports, PlayStation 5 will go on sale in mid -November.

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Either I don’t understand something, but why is the neural network? That is, well, we have vibromotors or actuators that work when giving a certain signal. To get this signal literally from anything, including sounds in the game, it is enough to translate this information to the form that can be fed the program part of the controller responsible for the generation of these signals. This is not that a broadcast from one complex language to another, it is literally simplifying the input of a complex stream of information (sound wave) in a package that can be squeezed into a range from 0.000 to 1.000. That is, send software teams to vibration drives through Audio Piplaine, and I am almost sure that someone has already done this, this is not some incredibly difficult task that requires simplification, though. But okay, progress and all that, probably.

And there was already a gamepad on the market, the vibration engines of which were able, if necessary, not only to respond to sound, but also to independently create the sound of this very vibration. Nobody used this at all, except for a bunch of geeks, including me.

Most games go on a curling iron. There is vibration in all games. And personally, I like her. This adds realism to the game, especially in shooters. But for the most part, I feel little, already used to her. Sometimes she appears at the moments when there is a cat-scene, and the gamepad lies on the table-such rattles scares. In general, I prefer to play with vibration, but I don’t see a big plus in it, just a small chip that I like.

A question for people who often play on gamepads in different genres of games (I myself play the gamepad only in platformers/sidskrollers/metroide). And you play with vibration on? This is not byte, I really wonder: most like it or most, like me, is wildly uncomfortable with her?

I play in the Khuanovsky Determine almost all single games, even FPS (of course, I didn’t even try to connect casuals in Doom), always with vibration is enabled – a pleasant trifle for me that adds a baby from shooting, interactive and other things. I do not catch orgasms, but it does not cause irritation. Something like that.

It seems to me that the neural network is needed there to determine the sound source. T.e. The conditional scream "Shoon" from the GG by decibels can be at the same level as the explosion of some object. But only in a cry of vibration is not appropriate, unlike the explosion.
Neuronka was taught, they say, if the spectrum is like that – then vibrates and the power of vibration already from decibels there, for example. And if the spectrum is different, then do not vibrate.
In any case, if I would develop – I would do that. But I will not cut DS5, so I can only assume))

Always on. You hardly not notice it for most of the time, but this is an additional level of tactile sensations that helps better to plunge into the game.

Perhaps the neural network helps to perceive not so much an audio signal, but also understand its nature? Or its distance? So that a strong hum in Dali does not give vibration.
But I’m not a developer, I’m just a sofa analyst.

This is all great, but I don’t see how it simplifies the development and is it not easier to bring the explosions into a separate processing stream, from which the procedure is already challenged to create vibration. Again, this is not that some very resource-intensive task that takes away tremendous efforts from the developers, such as an imitation of RTX without RTX. And from the original note, I did not understand anything additionally, except for the general "this will simplify the development". Well, apparently, now it will be “put a checkmark and our neural network will do everything”, which in itself is cool, but only the case of the application of some kind of painful is a primitive. Vibrations! Neural networks can be much larger.

This is called "reputation" and it is quite normal. If this factor was not there, the behavior of companies would be much worse in relation to the player. For example, Sonya earned a good reputation at the start of generation, when boxing was simply disgusting everything. And then such a success came that Sonya was spread and forgotten on the players, believing that she would go. And this is not the first time, when switching from PS2 to PS3, it was similar. At that time, Xbox 360 forced Sonya sweat and we received a super -circular generation with real competition. So in the interests of the players, so that the story is repeated now

It seems to me, or half of the commentators are simply looking for a reason to kick Sony in any field? The type of which side is the lack of reverse compatibility with PS3 (what the commentators reproached the company) belongs to the news about the gamepad? You are not yet tired of taking illusory "sides" what to play on?

From the article I realized that neural networks are needed in order not to manually engage in this very translation. Of course, in the framework of one game it would be easier to do everything manually than sawing a neural network, but within the framework of the industry it can:
– save a huge amount of time;
– convince to introduce this feature of those developers who did not want to spend time on it.

Well, so they do it right. They, as consumers, want to get for the money that they ask for the console – maximum. And now the most successful moment is before the start of the new generation, when they are frankly fighting for the consumer.