Yes you’re exactly right. I was thinking how button functions in games are communicated by text and icons
I’m here for and
buttons
and even despite its foul invention in the UX deeps a decade ago, it has less of a standard name than Metroid clones
how about
“Menu button”
That sounds great, that’s even short enough they could print it on the controller and label it inside games
so i accidentally hit the side of the touchpad all the time, so much that i turn it off when i can, and its because its too close to the face buttons…THEY WIDENED IT TO BE EVEN CLOSER im not going to be able to play any games without accidentally hitting buttons ever again (i already hate l3+r3 for this reason, when i get tense i grip the controller, and gripping the controller will make me hit these buttons, and it fucking gets me killled in shit all the time)
i cant believe they got rid of a real button and still have r3 and l3. i kinda hate controllers now
i like that its white i like white non apple electronic accessories a lot
it took a decade for this to become common enough that people know it’s a button now, but it still doesn’t tell you what the button does.
All it communicates is “button that does something”
I want “button I can find on a controller without memorizing the controller layout”
all this UI talk is making me hungry [forcing me to personally reckon the virus UX math on local drive through food prep risk, how/if a sloppy burg will contribute to the well being of my own household and the households of those either allowed? or forced? to provide it] for a change [is it worth taking a shower and clothing change upon return into the safe zone]
Like, when modern games use the xbone layout, I have to stop and think every time a button prompt has the “open embedded pdf in new window” button on display because I don’t remember where that button is. Same thing for the “Heaven Trigram” button
-/+ are fine.
This might just be a personal familiarity thing because I always forget the plus and minus buttons on the Switch exist and always spend a minute in games trying to figure out how to open the start menu before remembering those buttons. And when I see a prompt mentioning - or + I get confused as to what it’s saying. They don’t inherently mean anything so it’s not like I can instantly associate them with a particular function like PS4’s Option/Share buttons or Xbone’s Menu/View buttons.
Can we split this discussion off into a thread called “PSed about Eyelash Buttons” or something?
One problem is that Google’s variant uses dots instead of lines so you can’t call it a hamburger or hotdog.
as does half of Microsoft’s design language
or sometime they use both for fun like on the half-mutated phone OS I use
The Mail app—which is functionally similar to the desktop version, differing only in appearance—uses its hamburger menu for switching between accounts and folders. More conventional menu items, such as Settings, remain in the ellipsis menu on the toolbar.
I think I mentioned this before in another thread, but one of my coworkers who sits near me and holds regular training calls refers to that variant as the “skinny snowman.”
Or, at least, said coworker used to sit near me back when we went in to the office.
I look forward to sony charging another $10 for another new controller feature that will never be used
I’m sure at least a few of the Sony first party studios will do some cool things with the new features whether they get more widely adopted or not.
This and the sound stuff reminded me that the PS2 version of Silent Hill 2, Siren 1 and Disaster Report (not DR2/Raw Danger apparently as it isn’t on the back of the box) made use of some virtual surround sound technology called S-Force that was exclusive to the PS2. I don’t think I could appreciate any added detail coming from the PS5’s feature since I doubt my hearing is even sensitive enough to let me hear the difference between standard headphones set to stereo and high end surround setups. But yeah, it would be cool to see these outside of first party games.
Surround sound virtualization is pretty common nowdays and generally fairly accessible, working with any game by converting a game’s standard 5.1/7.1 output using whatever proprietary algorithm each company uses. Third party headsets with their own implementation like Turtle Beach have a little adapter that plugs into the optical audio port on your console. The consoles also have their own built in solutions, but I think the PS4 requires you to use one of their own branded headphones (such as the Gold and Platinum headsets) and apparently has two solutions, the standard VSS and “3D Audio”, the latter of which sounded like it was the sound technology used for PSVR and has to be developed by the game. I assume the PS5 is trying to make the “3D Audio” style more standard, but I imagine regular VSS should still be around.
Xbox One and Windows 10 have MS’ “Windows Sonic” and also support an app for Dolby Atmos VSS, but I don’t know if Xbox One requires you to be using a specific headset. There are a lot of PC software outside of that. I’ve been using my Creative Soundblaster’s SBX Studio (which I think is one of several VSS implementations by Creative) for a few years now.
I use the PS4 Sony Gold headset and my PC’s SBX regularly and have had good experience with both. Directionality and the sense of space have both been impressive.
I was just thinking about this, but does the DS5’s triggers with the tension control just imply an Xbox style vibration feature as well or would that be a separate technology that would need to be implemented into the triggers?
It may not be possible to ‘kick out’ like that (I don’t remember any of the demos showing that), but the Switch/VR-style linear actuators that replace the standard weighted pendulums rumble should allow them to do something similar. They’re nice and strong, too.
Interestingly, the OEMs encourage devs to think of linear actuator rumble like sound files, and they usually demo by doing music playback through the rumble. This should be possible with all of them. The interface we usually design for older rumble systems is a curve graph but we know that we can’t ask anything more precise than 100-200ms in response, because those weights take so long to spin up and down. Aggravatingly, it’s different between PS4 and Xbox because they have slightly different weight sizes and motor strengths (PS4 is slightly more controllable; the heavy Xbox rumble motor is uncontrollable like an old truck).
you just need to learn to drive stick