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Adaptive Triggers Adaptive triggers round out the DualSense’s standout features. The L2 and R2 triggers now offer different levels of resistance, so you can feel the pull of a rifle trigger just ...
The DualSense supports vibrotactile haptic through voice coil actuators in the palm grips, and the analog triggers (dubbed "adaptive triggers") now have a force feedback mechanism provided by two DC rotary motors. [57] The actuators enable games to provide varied feedback, such as feeling the wind and sand in a sandstorm.
Call of Duty: Modern Warfare 3 is a 2011 first-person shooter video game, jointly developed by Infinity Ward and Sledgehammer Games and published by Activision. The game was released worldwide in November 8 2011 for Microsoft Windows , the Xbox 360 , PlayStation 3 , Wii , and OS X . [ 1 ]
The story follows multi-national special operations unit Task Force 141 tracking down Vladimir Makarov, a Russian ultranationalist and terrorist planning to trigger a third World War. The game's multiplayer includes sixteen remastered maps from 2009's Modern Warfare 2, with at least twelve new maps planned for inclusion post-launch.
Sony suggests that the DualSense, along with the console’s Tempest 3D AudioTech, “will deliver a new feeling of immersion to players.” Sony's PS5 DualSense controller has a built-in mic and ...
The actuators in the hand grip are able to give varied and intuitive feedback about in-game actions; for example, in a sandstorm, the player can feel the wind and sand, and the motors in the Adaptive Triggers support experiences such as virtually drawing an arrow from a bow.
The adaptive controller was designed for people with physical disabilities that would prevent them from using a gamepad or mouse and keyboard. An example would be PlayStation's access controller which allows for a large joystick, eight buttons on a circular pad, and four ports to plug in additional buttons or accessories. [ 17 ]
Dynamic game difficulty balancing (DGDB), also known as dynamic difficulty adjustment (DDA), adaptive difficulty or dynamic game balancing (DGB), is the process of automatically changing parameters, scenarios, and behaviors in a video game in real-time, based on the player's ability, in order to avoid making the player bored (if the game is too easy) or frustrated (if it is too hard).