I know how dualsense works, but if you think that adding pressure to triggers is a game changer then I don't know what to say. The vibration motors in the triggers on the XB1 could give relatively the same effect.
The Xbox One and the Series S/X also have dedicated audio hardware lol. They both have 3D audio and they support the industry leading and industry standard formats in Dolby Atmos and DTS:X, along with Windows Sonic, MS's own 3D audio. You don't seem to know enough about any of this to be able to argue that Sony's proprietary solution is better and "much more immersive and accurate experience" lol. You really believe that they just came out and have beaten the industry leaders on their first go? You are also overlooking the fact that they only support 3D audio over headphones, whereas the Xbox supports it over surround sound systems as well as headphones.
But please, tell me exactly how Sony's 3D Audio solution is better than both Dolby Atmos 3D Audio and Windows Sonic 3D audio.
Dolby Atmos Headphone, DTS Headphone:X and Windows Sonic are all variants of HRTF/binaural audio tech, yes. That doesn't say anything about the 'quality' (ie. the algorithms/mathematics) behind each implementation though. The basic technology has been around for over 20 years and it continues to be iterated upon - development of HRTF isn't going to just stop with Atmos Headphone.
I have spent hours messing around with different HRIR profiles on PC using the HeSuVi app and the quality of each is very variable. Windows Sonic sounds like you are in a giant, echoing tin can. It's garbage, why even mention it? Dolby Atmos Headphone is better but still limited in terms of immersion. Very little so far has been able to replicate the feeling of being
in a given game/movie scene, rather than just being surrounded by audio from different directions. The main problem to be solved is that the HRTF profile needs to be personalized to some degree for a person's ears. The old "one size fits all" approach is one of the things Sony are attempting to fix. Five HRTF profiles will be available to pick, with potentially more to come (maybe even using user data eg. photographs of people's ears).
Maybe watch Cerny's presentation so perhaps
you can know enough about how all this works:
Other advantages over Dolby Atmos is no limit of 32 sound sources. Tempest can do 'hundreds'. Atmos can technically do hundreds as well, but Dolby have limited it so as to not muddy up the mix. But this will be less of a concern as we are now starting to see other technologies interplay with the HRTF, like ray-traced audio (Microsoft's Project Acoustics is this), or LOD-like systems except for sound sources rather than polygon models. We now have more than enough power on a dedicated chip to finally be able to do this.
At the end of the day, it will come down to what the average person perceives as "sounds better". If Sony's personalized HRTF sounds more convincing than the current Dolby Atmos, then it's better, even if the fundamentals underpinning both technologies are similar.