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The Razer Hydra was released through Steam and Razer's official website on June 16, 2011, for US$139.99. It was sold in a bundle with Portal 2, which has exclusive content for those with the controller. [3] Support for many other games is either implemented or planned.
The optional Nintendo Switch Pro Controller and Poké Ball Plus controllers also feature 6DOF sensors. In the ninth generation the Sony PlayStation 5 continues to provide similar motion tracking for the included DualSense controllers, while supporting the use of older generations of motion controllers when playing backwards compatible games.
Rumble packs for controllers, such as this Dreamcast Jump Pack, provide haptic feedback through users' hands. Haptic feedback is commonly used in arcade games , especially racing video games . In 1976, Sega 's motorbike game Moto-Cross , [ 21 ] also known as Fonz , [ 22 ] was the first game to use haptic feedback, causing the handlebars to ...
Razer Inc. is an American-Singaporean [4] [5] [6] multinational corporation and technology company that makes, develops, and sells consumer electronics, financial services, and gaming hardware. The brand was founded in 1998, then refounded in 2005 [ 7 ] by Min-Liang Tan and Robert "RazerGuy" Krakoff, although the business originated in 1999 in ...
Context sensitivity is ubiquitous in current graphical user interfaces, often in context menus. A user-interface may also provide context sensitive feedback , such as changing the appearance of the mouse pointer or cursor, changing the menu color, or with auditory or tactile feedback.
The controller's package came with a DLC code to unlock an in-game specially-designed 1932 Ford De Luxe, as well as an exclusive in-game T-shirt and emote for the player's avatar. Razer Inc. also released an officially-licensed quick charge controller stand to go along with this controller. [97] [98] [99] Halo Infinite: Nov 15, 2021: Model 1914
Flick Stick is a video game control scheme designed for gyroscopic game controllers.The Flick Stick control scheme is primarily designed for 3D shooter games with the intent of bringing the perceived advantages of mouse aiming to controllers, while addressing shortcomings of traditional first-person shooter controller schemes.
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).