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Bei dem (bekannten) Lineup 2-3 Spiele, Respekt :D
Miles Morales ist gesetzt. Dazu Ghost of Tsushima. Dann würde nur noch ein lausiges Spiel fehlen... :D

Mir ist's einfach nicht mehr wert. Ich zocke gerne, zocke auch regelmässig, hab gestern noch gegen Aufpreis einen Server für ACC gemietet.

Aber 600€ für eine Konsole... da müsste schon noch irgendwas kommen, was es wirklich rechtfertigt. Und da ist für den Launch und die Zeit danach nichts in Aussicht.
 
Miles Morales ist gesetzt. Dazu Ghost of Tsushima. Dann würde nur noch ein lausiges Spiel fehlen... :D
Mein Einstieg wird Cyberpunk. Da brauch ich erst mal einige Wochen nix anderes mehr. Danach kommt Miles Morales und dann Tsushima - zumindest Stand heute.
Die drei Spiele werden bei mir locker 2-3 MOnate brauchen, bis sie durch sind. Nur weil ne neue Konsole kommt, bleibt mein sonstiges Leben ja nicht stehen.
 
Im KT gilt „Sky is the limit“
giphy.gif
Sagt der Mensch, der quasi alle Apple-Produkte hat und sich die XSX kaufen will :D
 
auf dem ungarischen playstation youtube channel wurde die neue ps5 werbung wohl etwas zu früh hochgeladen.
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edit: längere version.
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Zuletzt bearbeitet von einem Moderator:
nicht direkt auf ein spiel bezogen. wird wahrscheinlich der tv werbespot sein, der nun u.a. beim champions league finale laufen wird.
 
nun offiziell:
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Our partners in the development community have been hard at work either creating or dreaming up the next generation of games. Read on to learn some of the ways they are working with the DualSense wireless controller and its built-in capabilities.

Marvel's Spider-Man: Miles Morales
“The haptic feedback precision allows us to do all sorts of new things. In Marvel’s Spider-Man: Miles Morales, we’ll be hinting to players which direction attacks are coming from by providing haptic feedback from the appropriate direction on the DualSense wireless controller. What does it feel like to use Miles’s stealth ability? How does a Venom Blast feel? Because of the high resolution of DualSense wireless controller’s haptics system, we can really push the dimensionality of the feedback. For instance, as you hold down Square to do a Venom Punch, you feel Spider-Man’s bio-electricity crackle across from the left side of the controller, culminating in the right side on impact.” –Brian Horton // Creative Director, Marvel’s Spider-Man: Miles Morales

Deathloop
I’m really excited by the adaptive triggers and the haptic feedback, both features that will bring some physicality in game experiences, and give important feedback. Deathloop being a first-person shooter, we do a lot of things to make weapons feel differently from one another. One I like is blocking the triggers when your weapon jams, to give to the player an immediate feedback even before the animation plays out, which prompts the player in a physical way that they have to unjam their gun. –Dinga Bakaba // Game Director, Deathloop

Ghostwire: Tokyo
Just as the name “trigger” suggests, the main use of the DualSense wireless controller’s adaptive triggers in Ghostwire: Tokyo is for “active” actions—to shoot or trigger something—and we also use them to create the sensation of recoil. We’re also looking at ways to take advantage of the adaptive triggers to express a sense of persistent energy, or a balance of forces if you will, and for perhaps actions such charging, loading, and a sense of accumulation of power or energy for things.The haptic feedback, in comparison to the vibration function of previous generations, allows us to utilize a much wider range, starting from a very strong vibration that is much more powerful than before, down to extremely light vibration. This way we can offer players very detailed, “textured” nuances. Because of this, our approach is different – it isn’t a transient or a constant vibration level anymore, it allows us to meticulously adjust the feedback throughout the game. – Kenji Kimura // Director, Ghostwire: Tokyo

Horizon Forbidden West
Horizon Forbidden West features new weapons that are designed to feel unique and play a specific role in combat with machines and human opponents. The DualSense wireless controller adaptive triggers will help us to make the weapons feel even more unique and satisfying to use.— Mathijs de Jonge // Game Director, Guerrilla

Demon's Souls
With the DualSense wireless controller and the power of haptics, we can make the combat [in Demon’s Souls] feel grittier, darker, and deadlier. Now you feel every blow as you strike down your enemies and cast each spell. You’ll experience the force of a titanic boss’ attack as you pull off a well-timed guard. Metal strikes metal when your foes block your attacks or you block theirs. That extra sensory feedback through the controller allows you to know your attack hit home and your perfectly-timed parry was a success, so you can react faster and more decisively.

We can also turn the simple act of pulling a lever to open a gate into a sensory experience. This is something that rumble could never do. It could never replicate the feeling of metal striking metal or fire crackling in your hand as you conjure magic. Haptics [are] integral to the experience, to immersing the player in the world and adding to the gameplay. The visual, aural, and tactile working together takes this new generation of gaming into the future. — Gavin Moore // Creative Director, SIE Japan Studio

Godfall
As a player, I’m excited to finally FEEL which weapon I’m holding in my hands without looking at any UI. I can also sense where an enemy is spatially, even outside of my field of view. — Keith Lee // CEO, Counterplay Games

Ratchet & Clank: Rift Apart
The adaptive triggers are something we’re excited to feature [in Ratchet & Clank: Rift Apart]! For instance, the Enforcer is a dual-barreled shotgun type weapon. As you pull the trigger, you’ll fire from one barrel, and you can feel resistance around halfway down the trigger. Need a bigger blast? Pull the trigger through that resistance point and you’ll fire both barrels at the same time. — Marcus Smith // Creative Director, Insomniac Games

Astro’s Playroom
As a developer, we want to surprise with unexpected feelings so the haptic feedback has been our central focus [for Astro’s Playroom]. The concept of “feeling the world” is omnipresent, that’s a significant step forward in immersion. I tried turning haptic feedback off once, and could not believe how much I missed it. It is a game changer for sure!

We use haptic feedback throughout the entire game. The most striking are the surfaces because players will notice within the first few seconds. Astro’s steps can be felt running on plastic, metal, sand, and even splashing in water. –– Nicolas Doucet // Studio Director, Japan Studio

Sackboy: A Big Adventure
Adaptive triggers have enabled us to provide sensations which match what Sackboy would feel in game. For example, when picking objects up, there is a tension to each press which conveys that the little guy is struggling to carry it. Similarly, when equipped with the grappling hook, R2’s ‘Weapon Mode’ makes the player feel like they’re actually firing it themselves.— Ned Waterhouse // Design Director, Sumo Digital

Gran Turismo 7
I think the most effective use of the adaptive trigger [in Gran Turismo 7] is for representing the operation of the antilock brake system (ABS) while braking. A typical ABS releases brake pressure intermittently while the driver applies pressure to the pedal. The adaptive trigger is suited for recreating this pedal feel, and it will allow the player to accurately feel and understand the relationship between the braking force they want and the tire’s grip.

Compared to the rumble force feedback we had in the past, the special character of the haptic feedback is that it has a bigger range of frequencies it can produce.

What this means, is that sound design and tactile design can be handled in a continuous, integrated manner. — Kazunori Yamauchi // President, Polyphony Digital

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Ich will den Teil von Deathloop herausstellen:

One I like is blocking the triggers when your weapon jams, to give to the player an immediate feedback even before the animation plays out,

Das hört sich fast so an, als wären die Trigger kompeltt (oder zumindest sehr stark) blockierbar.

Ich will diesen fucking Controller in der Hand haben. Das könnte wirklich ein großes Ding werden.

Auch die Beschreibungen des hochauflösenden Haptic Feedbacks hören sich zu gut an.


Klar, das ist alles Marketing-Blurb. Ich hoffe nur, dass die Leute da nicht zu sehr übertreiben :D
 
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