Yes, and look how nobody ever used those in the Xbox controller. I think they were used about 3 times.
The PS5 triggers for example will change pressure based on events ingame, so you could try and pull the trigger, but can’t, because it’s locked (and the trigger won’t move). Or, it could feel very heavy, and hard to press.
On paper it sounds great. But... it sounds like it would get old, very fast.
Anybody remember the ice cubes on switch?
So while I am sad to see the controller be ignored on these sort of things for SX, I do understand they would likely go unused.
It's really difficult to implement these "super immersive" options in gaming, because games are not about reality, but they sometimes work exactly because they take things some reality, it's a very difficult balance. The time you translate something real in a game, you could do it in two ways:
1: try to keep the function as close as possible to reality, to enhance the feeling of it.
2: bypass that process and doing something based on reality, but not realistic at all, to translate mainly and directly the feeling of it and not the fuction. Sometimes is a results derivated by an equilibrium from mechanics, Death Stranding let you take packages around pretty easily, but walking with it on the back is kind of hard. Make both the mechanics "real" could be too much, and not even talking about the fact that a man who travels with 100+ kg on the back while climbing a mountain is pure fantasy, yet the FEELING of realism (and not the fuction) is retained.
Why I'm telling you all this shit? Because the adaptive triggers could go option 1: they try to emulate a realistic function but doing so they could fail to translate it as a game, basically having the effect to tiring the players fingers which has nothing to do with a game at all.
It depends but how it will work and it's tastes anyway, someone could find tiring pressing R2 and L2 all the time in Death Stranding, I don't, but there is a threesold I guess.