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From here: http://store.steampowered.com/universe/controller
Yeah I know that... What I don't know if it's for ex. if I'm playing a driving game would i feel a "jolt of feedback" when crashing into a wall or other cars... ? Would I feel the feedback while driving on the rumble strips in a corner's apex or the corner's exit ? Because all I see that's stated there it's about feedback of the device not feedback controlled by the game itself... Like feedback emulating a trackball or feedback emulating a trigger pull. But I'm asking about rumble effects "about" what's happening in-game on-screen like the recoil of a weapon, or the kickback from a grenade exploding nearby, or a car crash... not feedback that's interpreting what controls am I pressing...
Since the controller has Xinput capabilities, it might be able to get the force feedback from the Xinput vibration channel, like a regular xbox 360 gamepad. But i don't know if this was implemented
"Haptic force actuators on both sides of the controller deliver precise, high-fidelity vibrations measured in microseconds. Feel the spin of a virtual trackball, the click of a scroll wheel, or the shot of a rifle. Every input, from the triggers to the trackpads, can offer haptic feedback to your fingertips, delivering vital, high-bandwidth, tactile feedback about speed, boundaries, thresholds, textures, or actions."
You can feel wall textures if you want (and when someone implements this in games).
As for if the whole controller vibrates, probably that too since most buttons have haptic feedback.
There's no "wall" word inthere. Textures might mean surface textures as in surface which the trackpad emulates (a scroll-wheel, a trackball, hence even sandpaper lol...)
There's already an implementation like that in racing games since forever. It's the road surface on which you're driving on. You can "feel" the road surface being it asphalt, debris, sand, mud, gravel, etc. It's nothing new in that.
Only the triggers and the 2 trackpads have Haptic Feedback. And Haptic Feedback it's a high frequency exclusive effect, it couldn't "shake" your whole controller like a big rumble motor would.
[edit to say]I typically turn off the force feedback whenever I'm given the option (racing games are the only time I typically keep it on) because with the R/C motors it's never really felt good. It's just an annoying buzzing/vibration in your hands. (I know people have found... alternative uses for it, however)
So it actually "rumbles" if I get that right ^ ^... ? And no, I never said force feedback lol... That's completely another thing and it's DInput exclusive. XInput only "knows" rumble, not force-feedback.
Yes, some games, mostly XInput ones don't pull much of any good rumble effects since XInput it's very limited in that regard as per tech specs. The rumble forces in XInput are limited at 2 motors with 256 steps of force each. There are no specific driver effect like constant force, damper, sawtooth, triangle etc. like in DInput specs. I think the best job at rumble effects was done by the PS2/DualShock2 Controller and probably also PS3/DS3 (but I couldn't know that since I didn't play much on the PS3) Not PC related but I just felt like it was worth mentioning... ^ ^.
Where force-feedback actually shines it's in input devices with mechanical parts making use of it like Joysticks, Flight Sticks, and Racing Wheels.
Oh and one more thing: If you're using wireless Controllers/Gamepads, then the rumble/vibration effects are becoming kinda irrelevant and as you described them "just an annoying buzzing/vibration in your hands" since the rumble it's so weak (not even 50% of the force of a wired Controller) than any effect becomes unrecognizable. Most subtle rumble effects aren't even registering any movement (just a slight "buzz" from the R/C Motors) since there's not enough voltage to drive the motors properly and stronger effects are faded so much than it's impossible to actually control what they're doing, thus giving the desired effect/s "feeling".
That's a very common and old issue with wireless Controllers and it seems that not many gamers are aware about it (if using wireless gamepads exclusively) and don't really even care about it because most of them already associated rumble feedback with that slight, bland and unshaped form of effect. That's really just a degraded form of what it should be and doesn't add nothing to the gameplay experience in that form.
Will the whole Steam Controller rumble? Very likely, I'd even say yes definitively. The prototype didn't have haptics in the triggers and other inptus, and the trackpad haptics were simply working like a scroll wheel. There was no intensity setting to adjust and games even written with the API in mind couldn't adjust the haptic feedback. The prototype was using a pretty basic haptic actuator just to convey the general idea they were going for. But even this basic implementation was enough to produce a sensation through the whole controller, not as strong as a 360 pad, but noticeable.
The final controller has more nuanced haptics, game and user controllable intensity settings, and it's spread over a larger area of the controller which would allow the whole thing to "rumble" simlilar to a 360 pad. It might be slightly different feeling, with the vibration originating from the top of the pad instead of the grips, but overall the same basic effect. But it also goes further and games hooked into the API can produce far more subtle effects, stuff like Vepar mentioned, feeling the texture on a wall (or as you've said, the road, rumble strips, grass, dirt, and sand in a racing game), feeling a sharp knock when you get hit in a game, or a more satisfying jolt beyond the empty click of a plastic trigger when firing a weapon. I'm pretty excited to see what ways developers find for using them.
If it just ends up being used like the typical vibration in other controllers, then I'll just turn it off when possible. I'm hoping developers see the potential, though, and embrace it rather than just emulating other controllers.
I only wanted to know for sure that the Controller wouldn't just have it's own independent effects.
I wanted to be certain that the feedback will also come from the games themselves. Because if it wasn't, than it wouldn't have been any much different than playing with your iPhone and a rumble app...
But, alas, with Windows 7, MS decided to stop supporting it and all of the gameport devices. :(
Now it just sits in a drawer at home.
Still, i hope somewhere down the line, developers will do something like that with the Steam controller (beyond simple rumble effects). HD Haptics has much more potential than force feedback and rumble.
https://www.google.ro/search?q=gameport+adapter&biw=1920&bih=943&source=lnms&tbm=isch&sa=X&ved=0CAYQ_AUoAWoVChMIsfiQnISGxwIVyGrbCh1nrguo
I'm not familiar with gameport devices (never had one) but those ^ ^ should be coming with the appropriate drivers so you could make use of your Joystick like any other standard DInput HiD.
Thanks. :)
I was looking into that and a lot of people say it doesn't work for the Microsoft joystick. And if it does, there are no drivers for force feedback. MS had their own configuring software for that joystick so it's kinda tricky to really convert it. I saw some people are making adapters specifically for the Microsoft's joystick because that's the only way it works.
When i have a game to play with the joystick, i'll see if i can find a good adapter and try it out. For now, i don't have much use for it.
EDIT:
This: https://code.google.com/p/adapt-ffb-joy/
Those joysticks used some weird programming and connections, so you can't just stick it in an adapter. :(
Yes, you should definitely inform yourself in depth about those kind of adapters as there might be good feature rich ones with good compatibility and who knows maybe "out of the box" rumble support, and there might be (although in the same price range) worse ones or even "fake" ones that wouldn't do the job right and leave you with a bad taste in your mouth...
I, for one can't recommend you anything, since I've never had the need to fiddle with them.