Metro Exodus is the first PC game to utilise PS5’s DualSense features

New patch adds full DualSense support, including haptics and triggers

Metro Exodus is the first PC game to utilise PS5’s DualSense features

Metro Exodus: Enhanced Edition is the first major PC game to add full support for PS5’s DualSense controller.

Developer 4A added the DualSense support via an update released on Friday. As demonstrated in the video below, the PC version now makes use of the PS5 controller’s unique features such as its adaptive triggers and haptic feedback. Currently, it appears that the features only work while in wired mode.

The DualSense controller has been usable on PC since launch but this is the first time a major game has made full use of its features on the platform.

The actual PlayStation 5 version of Metro Exodus: Enhanced Edition isn’t due to release until June 18, so the PC update is the first time players have been able to experience the game with haptics and adaptive triggers.

PlayStation has recently stated its commitment to increasing its output on PC. In a corporate report published last summer, Sony first said it would explore bringing more PlayStation exclusives to PC, following Horizon Zero Dawn’s release on the platform.

Then earlier this year SIE’s president confirmed PlayStation will bring “a whole slate” of games to PC, starting with a Days Gone port released this month. Currently, Horizon Zero Dawn, Predator: Hunting Grounds and Helldivers are the only other PlayStation PC titles available for purchase on Steam.

Speaking to GQ, SIE boss Jim Ryan said that the opportunity to bring PlayStation’s IPs to a wider audience, as well as an easier port process, meant that making more games for PC was now “a fairly straightforward decision” for the company.

Asked why SIE is now embracing PC, whereas before it was hesitant to bring its games to the platform, Ryan said: “I think a few things changed.

“We find ourselves now in early 2021 with our development studios and the games that they make in better shape than they’ve ever been before. Particularly from the latter half of the PS4 cycle our studios made some wonderful, great games.

“There’s an opportunity to expose those great games to a wider audience and recognise the economics of game development, which are not always straightforward. The cost of making games goes up with each cycle, as the calibre of the IP has improved.

“Also, our ease of making it available to non-console owners has grown. So it’s a fairly straightforward decision for us to make.”

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