New SplitFish tech integrates force feedback into SIXAXIS
Immersion claims rumble need not interfere with motion-sensing. But if SplitFish is true to its PR word, Rumble will be yesterday‘s news. The guys behind EdgeFX claim they’ve developed their tech into something low-powered, generates “meaningful” sensory force feedback, and can be imbedded into the SIXAXIS, or so they say. SensorFX.
The reason why SplitFish developed SensorFX was that entire Rumble interfering with motion-sensing thing. SensorFX sidesteps Immersion’s Rotating Mass rumble (if you’ve taken one apart, you’ll know what it looks like, which is a couple of rotating weights) with something else – uses no moving parts, they say. Interesting.
A broad range of intensity and sensation compliment the ability to derive feedback sensations from isolated areas on the controller, to isolate one side or the other, movement from front to back or all areas at the same time. As an example, a gamer playing a race game can feel variations in pulse, strength and collision location and to feel intensity differences between a smooth guardrail swipe and a full frontal slam into a wall.
SplitFish plans to market SensorFX in two flavors: one as an add-on to existing SIXAXIS, to be plugged into the controller’s USB plug (don’t you guys mean Mini-USB port?), and one that can be built into the controller itself (okay, that’s for Sony or 3rd party accessory manufacturers to work on). The system will also work in two modes – one for games that already have force feedback built in (probably for an accessory paired with the game, such as steering wheels), and one which relies on motion-sensing and other controller inputs to trigger the tech’s tactile feedback.
The description does sound like a step forward from a couple of spinning weights.
Immersion claims rumble need not interfere with motion-sensing. But if SplitFish is true to its PR word, Rumble will be yesterday‘s news. The guys behind EdgeFX claim they’ve developed their tech into something low-powered, generates “meaningful” sensory force feedback, and can be imbedded into the SIXAXIS, or so they say. SensorFX.
The reason why SplitFish developed SensorFX was that entire Rumble interfering with motion-sensing thing. SensorFX sidesteps Immersion’s Rotating Mass rumble (if you’ve taken one apart, you’ll know what it looks like, which is a couple of rotating weights) with something else – uses no moving parts, they say. Interesting.
A broad range of intensity and sensation compliment the ability to derive feedback sensations from isolated areas on the controller, to isolate one side or the other, movement from front to back or all areas at the same time. As an example, a gamer playing a race game can feel variations in pulse, strength and collision location and to feel intensity differences between a smooth guardrail swipe and a full frontal slam into a wall.
SplitFish plans to market SensorFX in two flavors: one as an add-on to existing SIXAXIS, to be plugged into the controller’s USB plug (don’t you guys mean Mini-USB port?), and one that can be built into the controller itself (okay, that’s for Sony or 3rd party accessory manufacturers to work on). The system will also work in two modes – one for games that already have force feedback built in (probably for an accessory paired with the game, such as steering wheels), and one which relies on motion-sensing and other controller inputs to trigger the tech’s tactile feedback.
The description does sound like a step forward from a couple of spinning weights.