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by lloeki
248 days ago
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> On a PS4 controller you'd just fire the secondary mode all the time because there would be no way to find the threshold on a trigger without this functionality. Just don't mash the trigger all the way? You don't have the haptic feedback of such a trigger wall but claiming it's "impossible" is a bit extreme. A nice threshold mapping could arrange for that e.g 0-10% dead zone, 10%-80% main mode, 90%-100% secondary mode, _ factor in rate of press to avoid misfiring main mode. Which is probably the logic that it implements already, except with probably a bit more leeway thanks to the haptic feedback. "Impossible" would be playing a typical† dual stick game with a gamepad that has none (e.g original PS1 gamepad) † like a FPS that uses the now classic stick layout for quick yet precise movement + orientation Honest question as I'm curious and don't have access to a PS5: what about PS5-only games that happen to exist on other platforms that don't have such features? Can they be played with a PS4 controller? Oh and to be clear: it's not a Xbox vs PS thing, I find them both equally guilty of excessive e-wasting / platform locking, just in different ways. |
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>>what about PS5-only games that happen to exist on other platforms that don't have such features? Can they be played with a PS4 controller?
Sure, Ratchet and Clank has a PC version now which can be played with any controller, including a PS4 or xbox controller. Obviously for this version it was remapped to make sense when using such controllers.
Again, it's not about actual literal impossibility - it's Sony's choice to say "look we want to promote features of the PS5, so code your gameplay features to make use of the adaptive triggers and we guarantee that every player will have a ps5 controller. You don't need to code your game to support older pads" - so devs don't. They obviously do on platforms like PC where the player might be using anything.