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Nintendo Switch HD Rumble

gngf123

Member
That entire segment was so confusing.

I really don't expect it to be very important, but I guess we'll know more once it is in peoples hands.
 

Necro900

Member
It looks interesting. I guess we'll see how much of this presentation is marketing and how much is actual "wow-factor" once we have the joycon in our hands.

Also, will this HD rumble feature work when attached to the tablet module? or just when joycons are detached?

Have to admit I was kinda "meh" until the third cube of ice, thinking they just split up the rumble module in three parts (like, having multiple rumble modules at different heights), but then the water pouring thing actually made me interested in the feature. If they really can simulate these subtle sensations.. well, it's bound to be interesting.
 
So, same as the motion controls, a perfect feature for first person games. Shooters. Feel the reload, feel how much ammunition is left, feel the direction of where you've been hit.

And, as usual, most FPS games will skip the system. Makes me a bit sad. Splatoon 2, though :p

Anyway, looking forward to trying this out, sounds very interesting. Not neccesarily gamechanging, but a neat unique way to enhance player feedback in games.
 

Kouriozan

Member
Will be only used in one game and then forgotten?
I'll mostly play with a Pro Controller so I can't say I care for that feature.
 
As someone who had a TouchSense (I think it was called) mouse on PC, which was high fidelity haptics, and as someone who really likes the rumble triggers, I think this is a solid feature most people are sleeping on.

The haptics that mouse could do were beyond anything I've used since. It could make it feel like the mouse was moving across different textured surfaces (which was used really well in Black and White). Every weapon in Unreal Tournament felt different as it was charging or firing.

It was great. I'm hoping this is the same deal.
 

azertydu91

Hard to Kill
It sounded like exaggerated BS so I guess I'll need to feel it to see if it's better than normal.

Na it's a cool feature It makes me think about that rumble feature in the Playroom on ps4 you can hear and feel all the robots in your controller and te champagne bottle ready to burst after completing (I don't remember which)Minigame.
 

Peléo

Member
Once again, a Nintendo feature you need to play with to really understand. Waiting for the hands-on impressions to see if it really is special.
 

efyu_lemonardo

May I have a cookie?
So, same as the motion controls, a perfect feature for first person games. Shooters. Feel the reload, feel how much ammunition is left, feel the direction of where you've been hit.

And, as usual, most FPS games will skip the system. Makes me a bit sad. Splatoon 2, though :p

Anyway, looking forward to trying this out, sounds very interesting. Not neccesarily gamechanging, but a neat unique way to enhance player feedback in games.

ARMS could potentially use rumble in all the ways you described.
 
Rumble seems like one of the most obvious spaces console makers are slacking off on. Its basically been the same since PS1.

Rumble triggers in XB1 where a neat start to improving things. I hope this continues here and maybe next gen things really get shaken up
 

big_z

Member
im willing to bet HD rumble is haptic feedback. the joy cons are too thin for regular rumble and haptic allows for better directional feedback, like the ice cube demonstration.
 

Shane

Member
Edit: I shall assume it rumbles when connected.

If it's neat, fine. I'm imagining the type of haptic feedback on the Steam controller mousepad.
 

Schnozberry

Member
Seems like it could be really interesting if applied well. It would be nice to be able to get a sense of depth and volume just by using advanced rumble. The infrared camera looks like it may enable some advanced features, too.
 

otakuma

Neo Member
When I saw it on the presentation I thought of Apple's "Taptic Engine" first introduced in the Watch and brought into iPhone 6s and 7. Back on the watch, it promised a "gentle tap" instead of the usual harsh vibration. In my personal experience is a little bit better but not game-changing. I don't know how the HD Rumble of Nintendo technically works, I'm assuming/speculating that like the Taptic Engine, being able to reproduce much more short vibrations, it gives the sensation of one/two/three items rattling inside the Joy-Con. But I wouldn't hold my breath for a new kind of experience.
 

jblank83

Member
Honestly I'm very interested in this functionality. It sounds potentially amazing, but how good is it? How heavily is it going to be used? How will it be used?

- In Zelda, will I feel the twang of the bow when I fire an arrow? Will I feel the clang of a sword strike?
- In Mario, will I feel different bumps when I hit different jumps and surfaces?
- In Mario Kart, are there different rumbles for different slides around different corners and different surfaces?

There are so many possibilities but we don't really know how sophisticated the tech is. So I'm looking forward to impressions on the subject.
 

Bendo

Member
The tech they've crammed into the Joy-Cons is intriguing. If you truly can distinguish individual ice cubes with rumble then that's really impressive. The only problem is that none of the games that actually demonstrate the Joy-Cons are bundled, and after the success of Wii Sports that's kind of unbelievable.
 

Easy_D

never left the stone age
As someone who had a TouchSense (I think it was called) mouse on PC, which was high fidelity haptics, and as someone who really likes the rumble triggers, I think this is a solid feature most people are sleeping on.

The haptics that mouse could do were beyond anything I've used since. It could make it feel like the mouse was moving across different textured surfaces (which was used really well in Black and White). Every weapon in Unreal Tournament felt different as it was charging or firing.

It was great. I'm hoping this is the same deal.

Yeah I think even current rumble in the 360 pad isn't really used to its full potential, so if this is something Nintendo focuses on with the more minute precision offered in whatever rumble motors they're using, it's a really neat feature :)
 

kinggroin

Banned
This isn't anything like what's on my steam controller right? Where the motors can simulate different feeling mechanics and surfaces?
 

ash_ag

Member
The idea sounds neat. It certainly gravitates between being an extremely instance-specific luxury and a gimmick, but it's one of those little features I tend to appreciate. I could see it being used heavily in the next "handheld" Zelda, and most certainly in a potential WarioWare.

Game Freak may also use it for Poké Balls, somehow. They have the habit of using all hardware features, if only in a small application. Like how gyro is used to evolve Inkay, or how Chatter used to allow use of the Nintendo DS microphone to record a short audio clip for Chattot.
 
Frankly, after the staggeringly bad rumble feature of the Wii U GamePad (how do you make something so loud yet so weak?), I'd be happy if they can get SD rumble right with the Switch.
 

Easy_D

never left the stone age
This isn't anything like what's on my steam controller right? Where the motors can simulate different feeling mechanics and surfaces?

I guess it's similar tech, but being used to simulate stuff happening *with* the controller?

I'm curious as to how much a feature like this drives up the cost to manufacture these.

Yeah the price doesn't seem crazy when you factor in all the additional stuff you get. The joycons, where they *each* have gyroscopes and accelerometers, one with that IR camera plus the rumble stuff in both.

I wonder if the reason wiimote rumble was so weak was because they couldn't figure out a good way to have strong rumble that didn't interfere with the gyroscopes and accelerometers?
 

Belker

Member
Glad OP started the thread. This was the most exciting part of the presentation for me. I'm wondering if the fidelity is enough to create 'virtual spaces', which players can feel and move around, as if someone is wearing a blindfold and feeling an object from the outside, or putting their hand into an unusually shaped box.

The camera on the right-hand controller really interesting too. And I wonder if you could have asymmterical co-op gameplay using these controllers. For example, the camera-player uses the controller to track hand movement and shape, while the left-controller user uses rumble to see if they're pulling a switch in the right way or something. A bit like in Uncharted 4 when Drake
puts his hand into a recess in a wall and feels something odd in there.

I also think that being able to look at your opponent when playing a game, rather than a screen, will be much more engaging than one might initially think. I can see it really making simple games seem much more fun and/or tense.

It's weird, but this feels like the most conceptually interesting console. I really want to see Nintendo encourage indie devs with this to see what they can come up with.
 
This isn't anything like what's on my steam controller right? Where the motors can simulate different feeling mechanics and surfaces?

I would guess it's much like it, perhaps even higher quality.

One of the most striking things about my first Vive experience was the balloons right in the control intro - when you reach out and bump them with the controller it felt identical to bumping a real balloon. It was magical.

If Nintendo can convey something similar with this, well, they might have a cool feature on their hands.
 

Crayolan

Member
Seems like something they could use to make a Warioware game and then will be pointless.

We better at least get a Warioware game!
 
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