That should come to no surprise because the intention of the controller isn’t to produce what you hear on screen, but to give you a sense of what that particular action might feel like through the form of haptic feedback. ![]() ![]() For games that I found that truly took advantage of the DualSense, a lot of the on-screen sound differed to the ones heard from the haptics. The other thing is, just because you hear it on screen doesn’t mean it’s going to be the same type of sound used in the haptics. So this method isn’t at all ideal unless the game in question has DualSense and haptic support from the get-go. This can translate to the feedback being distorted as it doesn’t know exactly what to focus on so it tries to play it all at once. If you tried doing this on an unsupported title on PC you might get the same response, but if a scene has music playing, the character and other NPCs speaking, or other sounds outside of shooting, it all gets taken into account. When you shoot, you get some form of feedback out of the controller to emulate the sounds of bullets. For example, let’s say you’re playing Call of Duty on the PS5. What that means is that the haptic you feel isn’t entirely based on an action. It’s rather neat, but not entirely practical, as feedback takes all audio sources into consideration rather than those triggered by a specific action. By simply connecting the DualSense to a PC via USB and changing the audio properties to output to the DualSense, one could technically play a PC game, movie, and/or music, and get some forced feedback as the audio translates into the controller and outputs using its internal motors. Shortly after the console and DualSense controller became available to the public, many were quick to discover that it was entirely possible to send audio to the DualSense and have it played, not through its speakers, but through its haptic motors. Would it be possible to play back and force haptics into the DualSense controller? Well, that was an answer that was already answered way back during the PS5’s launch. ![]() And while I am currently working on another deep dive, a thought did come across my mind. This has made me want to keep experimenting, looking at some other titles, those mostly being first-party, to see exactly how other studios were making use of it. I noted that the audio capture wasn’t at all perfect at the time of making that video, and since then, I’ve discovered a better means of capturing haptic feedback that I feel is closer to the raw output of the controller. In what essentially started off as an experiment, we published a video showcasing those very haptics in a game that was designed specifically for that, Astro’s Playroom. Last month, we published an article that dove a bit into the PS5’s DualSense controller and the way developers were utilizing the haptic feedback to create a more immersive experience. Is your Spidey Sense tingling with curiosity? Here’s how you can experience it. No, you’re not reading that title wrong at all, we really did manage to recreate Insomniac Games’ Marvel’s Spider-Man 2 reveal trailer with functional haptic feedback.
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