PCWorld (USA)

Razer Hypersense’s vision for haptic-filled PC gaming shakes up the future of peripheral­s

Razer has big plans for its Hypersense haptic feedback system.

- BY HAYDEN DINGMAN

Haptic feedback is the one feature I miss when gaming on PC. I love me a mouse and keyboard, but I find myself reaching for my Xbox One controller sometimes just for the rumble effects. It’s not a very sophistica­ted version of haptic feedback, but it neverthele­ss adds so much to the weightines­s of guns, the rumble of engines, the boom of an explosion—all these small touches you don’t notice until they’re gone.

Nobody’s managed to make haptics work on PC though. Or, at least, nobody’s stuck with it long enough to force adoption.

Razer loves a good gimmick though, and

in keeping with that spirit Razer might be the company to deliver us from our rumble-less prison. Well, Razer and a gaggle of partners, including Lofelt and Subpac.

SHAKING IT UP

We already got a glimpse of Razer’s rumbling future late last year, with the

Nari Ultimate headset ( go.pcworld. com/nrul). I admit, I expected the Nari Ultimate to feel like a gimmick. It’s a headset that literally vibrates your skull in time with the low-frequency effects, which sounds…well, really dumb.

And yet it works. Listening to music, the Nari Ultimate will pulse insistentl­y in time with the kick drum, rumble along with a synth, bounce to the bass guitar. Gaming, you might get a crunch driving through a wall in Forza Horizon 4, or a sharp blast from a grenade going off in Battlefiel­d V. Like controller rumble, it quickly fades from gimmick to background feedback, an effect you notice as soon as it disappears.

What makes it work? What elevates it above other, similar attempts at hapticenab­led headsets? Precision, mostly. Designed by Lofelt, the Nari Ultimate’s haptic effects are more nuanced than the crude on/ off rumble of old. Called “Hypersense,” the haptics operate across the entire 20Hz to 200Hz low-end range, and also process sounds in stereo.

That means you get layers of feedback. The music I mentioned above? You don’t just feel the kick drum, synth, or bass guitar in isolation. You feel all three at the same time. Perhaps the bass guitar throbs from your right side, the synth from the left, and the kick drum is an additive force on both sides. Playing Battlefiel­d, a tank moving left to right moves in sync with the Nari Ultimate’s haptics, while every explosion or stray bullet thud gets an accompanyi­ng, shorter shake.

It’s one of the most advanced consumerre­ady haptics implementa­tions I’ve ever played around with—and now it’s looking like just a proof-of-concept for Razer’s greater ambitions.

At CES, Razer showed off an entire hapticenab­led suite ( go.pcworld.com/hptc) of PC

peripheral­s. Now, let’s be clear: Most of these peripheral­s aren’t being sold yet. They’re Razer prototypes, and may or may not ever see the light of day. The CES setup consisted of the aforementi­oned Razer Nari Ultimate, a haptic-enabled chair powered by Subpac, and a haptic-enabled mouse and wrist rest powered by Lofelt.

Overleaf is an illustrati­on.

So yeah, the Nari Ultimate is still carrying a lot of the weight. The wrist rest vibrates to signal movement from the left though, while the mouse vibrates to simulate right-hand movement in addition to traditiona­l gun feedback. Then the chair subwoofer handles rear-facing events, plus any large-scale impacts (i.e. explosions).

Take that, controller rumble. This is what PC haptics should look like.

This isn’t the first time these ideas have been explored. Subpac’s an establishe­d product, albeit niche, and Steelserie­s makes a few rumble-enabled mice, the Rival 500 and Rival 710. But the key difference? Hypersense, again.

When I reviewed the Rival 500 ( go.pcworld. com/rv50), my main complaint was that its haptic capabiliti­es relied on developer integratio­n—and at the time, that compatibil­ity list consisted of approximat­ely five games. I’m sure the situation’s improved a bit since then, since Steelserie­s just released the Rival 710 in late 2018. But still, it’s a pretty mediocre way to bring about new technology, as we’ve seen with the bevy of competing RGB LED tie-ins. If you have a Razer keyboard, Overwatch will trigger some cool stuff! If you have a Logitech keyboard, Grand Theft Auto V’s your game! If you love Corsair, Far Cry 5 is your game!

And so on, and so forth.

Hypersense is plug-and-play though. It’s simply reading your low-frequency range and attempting to emulate what it “hears.” It’s not always 100 percent spot-on, but the advantage is it works with every game, every movie, every bit of music straight out the box.

Thus it falls to hardware manufactur­ers to add compatibil­ity for Hypersense, not every individual game and program. Lofelt’s mouse and wrist rest prototypes are designed to work with the system, Subpac works with the system, and I’m sure we’ll see more partners down the line.

Razer’s quick to add that game developers can tie Hypersense into their games in a more bespoke way. From the announceme­nt:

“Like Razer Chroma, Razer Hypersense is capable of a more distinct and powerful immersive experience via game developer integratio­ns which tie specific game events, audio queues and game mechanics to high-definition haptics capable of reproducin­g a wider variety of vibrations than convention­al haptic devices for natural and lifelike feedback.”

Developers don’t need to do so, though—and that makes all the difference. It means even in some hypothetic­al future where you have a rumbling Razer headset, a rumbling Corsair mouse, and a rumbling Cooler Master wrist rest, they should still function with some semblance of logic based on raw low-frequency output.

BOTTOM LINE

That’s a very hypothetic­al future though. At the moment, Razer appears far ahead of the competitio­n in this regard. As I said, they love a good gimmick over at Razer, and haptic feedback’s traditiona­lly fallen into that category on PC.

But gimmick or no, it deserves an honest appraisal. Haptic feedback adds a lot to the gaming experience when done right, in ways both large and small. If Razer can pull off an all-encompassi­ng haptic ecosystem? I’ll be the first in line to get shaken like ye olde Polaroid picture.

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