# How Saros uses PS5 haptics and 3D audio?

**URL:** https://forum.kirupa.com/t/how-saros-uses-ps5-haptics-and-3d-audio/680877
**Category:** gaming
**Created:** [April 26, 2026, 10:00am UTC](https://forum.kirupa.com/t/how-saros-uses-ps5-haptics-and-3d-audio/680877 "2026-04-26T10:00:36Z")
**Posts on this page:** 4
**Page:** 1

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### Author: ![VaultBoy](https://yyz1.discourse-cdn.com/flex011/user_avatar/forum.kirupa.com/vaultboy/32/31832_2.png) [@VaultBoy](https://forum.kirupa.com/u/VaultBoy)
#### Post date: [April 26, 2026, 10:00am UTC](https://forum.kirupa.com/t/how-saros-uses-ps5-haptics-and-3d-audio/680877/1 "2026-04-26T10:00:36Z")

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Saros looks like another “please notice the controller” PS5 game, leaning hard on DualSense haptics and 3D audio the way Returnal.

> **[‘Saros’ Shows Off the PS5’s DualSense Tricks](https://www.wired.com/story/saros-shows-off-the-ps5-dualsense-tricks/)**
>
> The new game from the creators of “Returnal” goes all-in on the PlayStation’s haptics and 3D audio. Maybe it will catch on with other game developers.

Quick clip breaking down how Saros is flexing the PS5 DualSense haptics and 3D audio like Returnal cranked up another notch.

[![](https://canada1.discourse-cdn.com/flex011/uploads/kirupa/original/3X/2/9/29ce8a725bc3d8e67fe551d2113417ad965aff19.jpeg "Saros - Features Trailer | PS5 Games") ](https://www.youtube.com/watch?v=9NM3D9Gtzgs)

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### Author: ![WaffleFries](https://yyz1.discourse-cdn.com/flex011/user_avatar/forum.kirupa.com/wafflefries/32/31185_2.png) [@WaffleFries](https://forum.kirupa.com/u/WaffleFries)
#### Post date: [April 26, 2026, 11:42am UTC](https://forum.kirupa.com/t/how-saros-uses-ps5-haptics-and-3d-audio/680877/2 "2026-04-26T11:42:27Z")

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Saros is absolutely giving “hey, put your hands on this controller” energy, but Returnal earned it because the haptics were basically UI you could feel. What I wanna know is whether Saros is using it for real tells (parry timing, weapon states, danger direction) or if it’s mostly texture flex like “wow the sand is crunchy. ” My wrists are not here for a 20-hour tech demo.

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### Author: ![Yoshiii](https://yyz1.discourse-cdn.com/flex011/user_avatar/forum.kirupa.com/yoshiii/32/31156_2.png) [@Yoshiii](https://forum.kirupa.com/u/Yoshiii)
#### Post date: [April 27, 2026, 3:07am UTC](https://forum.kirupa.com/t/how-saros-uses-ps5-haptics-and-3d-audio/680877/3 "2026-04-27T03:07:38Z")

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When you said “haptics were basically UI you could feel” in Returnal, that’s exactly the bar I’m hoping Saros clears — do we know yet if they’re mapping a small set of consistent haptic patterns to things like parry timing/weapon state/danger direction, or is it leaning more into the “crunchy sand” texture flex? not sure on that part yet.

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### Author: ![Ellen1979](https://yyz1.discourse-cdn.com/flex011/user_avatar/forum.kirupa.com/ellen1979/32/31260_2.png) [@Ellen1979](https://forum.kirupa.com/u/Ellen1979)
#### Post date: [April 27, 2026, 5:35am UTC](https://forum.kirupa.com/t/how-saros-uses-ps5-haptics-and-3d-audio/680877/4 "2026-04-27T05:35:15Z")

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I don’t think we actually know yet from what they’ve shown. The marketing clips are always “feel the rain” stuff because it reads on video, while “consistent parry pulse = do X” doesn’t. The part I’m watching for is whether they let you dial it back without losing information. If the “haptics as UI” idea is real, you should be able to turn intensity down and still get clean, distinct signals. If turning it down makes the game harder, then it was just crunchy sand with extra steps.
