Jump to content

Force-Feedback Joysticks


27 replies to this topic

Poll: Force-Feedback.. Can we feel it? (57 member(s) have cast votes)

Does anyone still use force-feedback joysticks?

  1. YES: I still use a force-feedback Joystick and its awesome! (39 votes [68.42%])

    Percentage of vote: 68.42%

  2. NO: Utter waste of silicone and servos... and my hard earned cash (18 votes [31.58%])

    Percentage of vote: 31.58%

Quality of most FFB implimentation:

  1. Good: Most games make good use of FFB to convey motion or movement (12 votes [21.05%])

    Percentage of vote: 21.05%

  2. Okay: Most games kind-of hit the mare and some feedback is viable. (36 votes [63.16%])

    Percentage of vote: 63.16%

  3. Bad: Most feedback is hokey and does nothing to add to a games immersion factor (9 votes [15.79%])

    Percentage of vote: 15.79%

Should MW:O have any FFB implimentation?

  1. YES: I feel FFB if executed properly adds to game immersion. (38 votes [66.67%])

    Percentage of vote: 66.67%

  2. MAYBE: I'm ambivalent and can take or leave it. (11 votes [19.30%])

    Percentage of vote: 19.30%

  3. NO: Waste of programming and time. FFB is a dead technology. (8 votes [14.04%])

    Percentage of vote: 14.04%

Vote Guests cannot vote

#21 Nav

    Member

  • PipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 258 posts
  • LocationMelbourne, Australia

Posted 19 March 2012 - 04:15 AM

Personally, I think it DOES add to the immersion. I still have my Microsoft Sidewinder Force Feedback 2 in it's box. I use a Saitek X-52 Pro now, as you just cant replicate the feel and control of a separate, dedicated throttle unit.

Back in the days of MW3, the Force-feedback joystick really did add to the immersion. It would rock as your Mech stepped along. It would also rock much harder when the enemy Mech/s scored a hit on you. Couple that with trying to target the enemy and fighting the physical effect of the joystick moving in your hand, and your ability to aim drops off markedly.

So even though it did feel good, it was just no fun to keep losing to your mate with the non-force feedback joystick who kept mopping the battlefield with your butt, casue you couldn't land a shot on him a lot of the time.

So, it's not for me, but I definitely support it's implementation for anyone who would like it included.

#22 Comfort Eagle

    Rookie

  • 4 posts

Posted 23 May 2012 - 11:43 AM

I used a force feedback joystick (the Sidewinder 2) and a custom voice command control system that handled every control for me via my voice, and I won practically every match I ever entered in MW4, so I really question the whole "throws off your aim" argument.

And as an aside, it was supremely satisfying to say "Alpha Strike" and hit an opponent with a full salvo.

I adore force feedback, and will most likely buy a Logitech 940 if I can confirm the feature is in MWO. Any firm info on this yet?

Edited by Comfort Eagle, 23 May 2012 - 11:58 AM.


#23 Comfort Eagle

    Rookie

  • 4 posts

Posted 23 May 2012 - 11:50 AM

View PostCyBerkut, on 27 February 2012 - 09:03 AM, said:

I wouldn't deny it to those who want it (providing it doesn't delay the launch to get it in)... but I have no interest in having my aim knocked around even more than it already is.

I imagine it will make it into the game, as we know at least one developer is using a Logitech G940. Posted Image

However... if folks really want useful feedback to add to the immersion... check out the Tactile Feedback System 3, from iVibe.

http://www.ivibe.com/

Some discussion about it over on Eagle Dynamics (DCS) forums:
http://forums.eagle....ead.php?t=70051

If PGI were to work with iVibe on putting native support for that into MW:O, you could be looking at a noticeably more immersive experience (ie. perhaps feeling the footsteps, etc.) without knocking your aim around to get it.

I don't have one, so I can't comment on how effective it really is. Clearly, it's not cheap. But it looks promising for hard-core players who have some discretionary funds available.

I googled "Youtube" and "iVibe" and found dozens of video ads for vibrators lol. ;)

#24 CHUG

    Rookie

  • 1 posts
  • LocationEUREKA, CA

Posted 14 October 2012 - 12:24 PM

Back in the 90's, Virtual World had Simulation Pods that exactly mimicked the functions of a Mech Cockpit. Their software would simulate such things as flushing your coolant if your Mech overheated. However, the lack of Mech Movement Feedback always left the experience lacking a true Mech experience even though the cockpit layout felt so real. I hope the developers consider separating FF enabled players from the non-FF players so we can experience a better simulation including the HUD reacting to the Mech being hit. If users want to believe that Mechs targeting is not affected by weapon hits, the let them pretend in their own world!

#25 QFAN

    Rookie

  • 1 posts

Posted 14 October 2012 - 12:50 PM

I like my Sidewinder FFB2. It has real force feedback in games that really support this - motors control the direction and strength of the force.

It's completely different from those cheap shake-only "FFB" sticks.


Real force feedback gives you the feeling of the air pressure on control surfaces in flight games, and the feeling of the road condition in driving games.

But I doubt how can this be implemented properly in MWO. These big feet robots don't really have any other "force feedback" to the pilots other than shaking, do they?

#26 Urban UK

    Member

  • PipPipPipPipPip
  • 185 posts
  • LocationUK

Posted 15 October 2012 - 08:18 AM

View PostQFAN, on 14 October 2012 - 12:50 PM, said:

I like my Sidewinder FFB2. It has real force feedback in games that really support this - motors control the direction and strength of the force.

It's completely different from those cheap shake-only "FFB" sticks.


Real force feedback gives you the feeling of the air pressure on control surfaces in flight games, and the feeling of the road condition in driving games.

But I doubt how can this be implemented properly in MWO. These big feet robots don't really have any other "force feedback" to the pilots other than shaking, do they?


dunno theres alot of things they could implement

for example: say if you collide with someone, you would feel the mech tipping over, and could maybe try to counteract the fall, possibly giving you a bit of an advantage for using a joystick

#27 Jemort

    Rookie

  • 1 posts
  • LocationWhere I want to be

Posted 20 October 2012 - 03:54 PM

*dusts off the old Sidewinder FF Pro would be nice

#28 Hakkukakt

    Member

  • PipPipPipPipPipPip
  • 264 posts
  • LocationSuisse / Lausanne

Posted 23 October 2012 - 10:49 PM

View PostCyBerkut, on 27 February 2012 - 09:03 AM, said:

I wouldn't deny it to those who want it (providing it doesn't delay the launch to get it in)... but I have no interest in having my aim knocked around even more than it already is.

I imagine it will make it into the game, as we know at least one developer is using a Logitech G940. Posted Image

However... if folks really want useful feedback to add to the immersion... check out the Tactile Feedback System 3, from iVibe.

http://www.ivibe.com/

Some discussion about it over on Eagle Dynamics (DCS) forums:
http://forums.eagle....ead.php?t=70051

If PGI were to work with iVibe on putting native support for that into MW:O, you could be looking at a noticeably more immersive experience (ie. perhaps feeling the footsteps, etc.) without knocking your aim around to get it.

I don't have one, so I can't comment on how effective it really is. Clearly, it's not cheap. But it looks promising for hard-core players who have some discretionary funds available.


hum .. seem interressant ... i will look perhaps on futur ^^





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users