PS5 Some of the Playstation 5 DualSense features

10 hours gaming time is too less. That's just 2-3 sessions of gaming. They need to put at least 2000 mah Battery that can give at least 20+ hours of gaming.

Its common sense. If Sony really wanna upgrade its controller, how about putting a solid battery in it that lasts longer.
 
2 gaming sessions is enought in my oppinion, i said 10 hours but i dont really know how much it last
Also, this is just the start of a hardware development story... most probably in the next dualsense revisions they will reduce the power consumption (and eventually they could even increase the capacity of the battery)
 
Btw, the other day has been published a couple of very interesting photos of the dualsense internals that are clarifying a bit the doubts me (and probably other people) had about how works the adaptative triggers and how robust they are
YV917Hx.jpg

vCc0wrt.jpg


There is an small motor in every trigger, this is good news because is "the real deal". Is like a servo motor and allows full control of the trigger
I mean... is not just the trigger could feel more "spongy" or "hard" passivelly (by changing his resistance to pressure). But also allows to move the trigger by itself activelly to any position
Think in it as the "force feedback" used since years ago in the racing steering wheels... where the wheel can move by itself without need for you to touch it
Is the same concept, the trigger is an output of the game, so... the game needs to include some code to generate the output signals for the triggers (sony prepared libraries and tools to integrate the feature in the games)
As you can see this is a huge difference with the previous controllers, in DS1/2/3/4 the trigger was just an input of the game... but the dualsense triggers are bidirectional (input and output)
Btw, this is the reason why the adaptative triggers are not going to be supported ever for any game designed previouslly to the release of the PS5... that old games doesnt have any code or function responsible to generate the "output" signals for the triggers
So.. no adaptative triggers for PS4 backward compatibility (or any other older playstation console incase they implements emulators are some point)
The only thing they could do is to generate some "rumble" effect in the triggers based in the game outputs previouslly used for the vibration motors, or to publish a game patch to implement this feature

The gears/levers doesnt seems to be very robust (they could make that small parts in metal but they didnt)... but at this point im sure they have some kind of "release" mechanism to prevent the gears to break by a hit (when the dualsense falls to the floor), or by the strenght applyed in the index fingers of a very motivated player (lol)
 
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I don't know if these are real pictures of DS5. If they are, Sony is needlessly making DS5 more complicated. A motor behind a button?! How crazy is that?

As i said some time ago. You can make things complicated as much as you want like Rube Goldberg machine. But it must have a purpose. Adaptive triggers / Haptic feedback with such complicated mechanism is not a practical idea.

By the way, i can see 4 connector bands to main PCB in that picture. I wonder where does all these go. DS4 has two bands. One connected to touchpad and other to backlight & USB port.
 
By the way, i can see 4 connector bands to main PCB in that picture. I wonder where does all these go. DS4 has two bands. One connected to touchpad and other to backlight & USB port.
The big horizontal ones are for the "trigger blocks". It seems to have more than 10 copper traces so the motor control is very precise. Btw, another thing i like from the previous photos is the "trigger block" is like an independant part very compact, it seems that is going to be easy to replace it entirelly... so eventually are going to be sold separatedly by clone manufacturers as a replacement

The tiny ones at bottom i guess are for the mic and speaker, because are "mounted" in the plastic shell
 
By the way. One thing i liked about DS4.

DS4 has connecting band that links to its charging port and backlight. This can break off easily & pain in the ass to remove & to put back. But it has a good benefit. The USB charging port is NOT on the main PCB. These micro USB ports are very fragile and can break with time. Fortunately, you don't need to solder to install ports. You just change with new small replacement like this that costs around $5.

https://www.amazon.in/Replacement-Micro-Charging-Adapter-DualShock/dp/B07CG71CGC
 
Will it be possible to add the ps5 controller to PS3xPAD because of all these diffirences?

Technically it should because of emulation...
 
Will it be possible to add the ps5 controller to PS3xPAD because of all these diffirences?

Technically it should because of emulation...
It seems the PS3 firmware acepts it as a valid controller, i guess is identifying it as a DualShock 4 or just a "third party" controller (but compatible with DS4). So initially it seems it could work with PS3xPAD, at least most of the buttons
https://www.psx-place.com/threads/dualsense-working-in-ps3.31623/

The adaptative triggers and the haptic feedback are a bit doubfull though, is too soon to speculate, this 2 features uses a new protocol (supported by some software libraries, etc...), lets say... the goal was to have a wide range of values that are sent to the dualsense as "game outputs"

Technically it could be posible to intercept the output signals of the old games (the ones for the DualShock motors) and "translate" them to this new protocol. This translation would be something dirty because we would be converting a "high precission" signal to another "low precission" signal
Lets say... is like converting colors from a palette of 2 millions of colors to only 16 colors... the result is going to be "meh" for sure :)
This "translation" of game outputs is what is going to happen when you play a PS4 game in the PS5... the PS5 firmware is going to convert the "legacy" motor vibration output (generated by the game) to a "modern" haptic feedback output, then is going to send that converted signal to the dualsense

The point is... the vibration output from the old games can be converted to the haptic feedback output... and additionally it can be converted also to a vibration effect in the triggers output

And the triggers input... well... this existed in all previous dualshock controllers, if they changed the protocol it could be tricky (most specifically the way how the sensitivity value was sent from the trigger to the game), anyway in worst scenario it would need another "translation" but in this one we are not losing precission in the conversion
 
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@sandungas

Full teardown of DS5 and comparison with DS4

1. DS5 looks much more complicated than DS4
2. The PCB of DS5 has more chips
3. The adaptive triggers have various moving parts that will definitely wear down with time
4. DS5 has 1560mAH battery which is 1.5 times more power than 1000 mAH DS4 battery


 
Nice video :encouragement:

The trigger modules are pretty cool, a new thing i did learn from that video is the rotation of the trigger is meassured with a potentiometer (connected to the big black gear, it meassures the rotation of that gear), this means the way how is meassured the rotation of the trigger is extremelly accurate (a lot more than the previous DS1/2/3/4)
Also, note the "ribbon circuit board" (with the printed traces for the basic buttons) doesnt have traces for the triggers anymore (like in previous DS1/2/3/4), now all the traces for the triggers goes throught the flat cables at the sides and everything is controlled analogically
And the big "ribbon circuit board" for the basic buttons only have 10 traces

There is a little electronic component in the trigger with a blue cable that cant be seen in the video... i dont understand what it could be, maybe is a pressure detector to meassure the higher pressures
The "release" mechanism should be related with that triangled black piece located on top of the black gear... i dont get it well

Anyway... i like the design of the triggers a lot.. sure are more delicated and eventually they are going to redesign them, but by now the new features looks awesome

The biggest chip in the circuit board is the main controller, the other big chip with the logo of a crab (realtek brand) is the wireless controller, and the thrid big chip probably is for the triggers (some kind of power/motor controller)
 
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Looking at DS5 adaptive triggers. Looks like they are rigidly connected to all those gears & motor mechanism. So adaptive triggers feature is more like a permanent thing and cannot be disabled.

I was thinking that Sony should have given an option to turn off adaptive feature just like vibration function (mine is permanently turned off from PS4 general settings). The point is that users should be able to use Adaptive triggers for SELECTIVE games which they want. And for rest of the games, adaptive triggers should be turned off if users want to. Basically this will significantly improve the life of triggers and controller in general as it will minimize the wear down. I can understand that some user may be only interested to have fun with adaptive triggers in Racing games (like handling the car controls, breaks & sharp turns etc).

But looks like Sony is forcing adaptive triggers regardless users want or not. I think we need more clarification on this.

I may like to try adaptive triggers for some games. But i won't like to put those mechanical moving parts of triggers under stress needlessly in every game. So real question is whether adaptive triggers is compulsory feature. Putting more bluntly, when i press my L2 or R2, will those gears & motor rotate every time?
 
https://wccftech.com/dualsense-is-a...ays-dirt-5-dev-while-presenting-ps5-gameplay/

In the past, rumble that you experienced in controllers was the main way that we felt kind of immersed into the experience while playing a videogame. There wasn't enough expression within rumble. You had a low rumble and a high rumble, and you would just adjust how frequently you would turn them on and off. But with the DualSense's adaptive triggers, you don't just provide an on and off. You actually provide a waveform, like an audio file, to say how hard and how soft you want it, and how much you want it to push out and pull
 
So buttons will give you resistance depending on some situations in the game. But what happens if you push buttons too hard in those situations? Won't it damage the buttons & controller? The amount of resistance buttons can give will be finite. And if you try to overcome that resistance with too much force, its possible that you may damage the controller.
 
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Then they reach maximum what user can push, there is no such thing as "to much force". It is designed to be pushed from delicate to fully (and probably designed also to not handle it more than few years at best...).
 

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