Duh, yeah, you're right. The depth sensor resolution isn't increasing much. I was comparing the wrong thing (optical resolution).From vgleaks, the new depth sensor has an increase in precision of 512/320 = 1.6x...
Duh, yeah, you're right. The depth sensor resolution isn't increasing much. I was comparing the wrong thing (optical resolution).From vgleaks, the new depth sensor has an increase in precision of 512/320 = 1.6x...
I mean..we have a faster usb connection. .better sensors...faster processors....the 3 year advantage of development problem assessment...and the best we have is 1/3 decrease in latency..the universal largest problem with the original kinect??
It certainly looks like we had a wiiu design philosophy going on with kinect 2....ok maybe not that bad...but were looking at something like 15$ BOM for this thing...
I mean..we have a faster usb connection. .better sensors...faster processors....the 3 year advantage of development problem assessment...and the best we have is 1/3 decrease in latency..the universal largest problem with the original kinect??
It certainly looks like we had a wiiu design philosophy going on with kinect 2....ok maybe not that bad...but were looking at something like 15$ BOM for this thing...
PS4's stereo cameras appear to be about 3" apart. There was no showcase of body tracking though, and the press release doesn't mention it - it only talks about background removal.
Duh, yeah, you're right. The depth sensor resolution isn't increasing much. I was comparing the wrong thing (optical resolution).
Yes, but then relative to the increased FOV, the increase in resolution isn't huge; certainly not the 6x I was comparing with the RGB!It's 512x424 / 320x240 = 2.8 x
Sony's Shuhei Yoshida has dished the dirt on how the company's latest camera accessory will work. The PlayStation 4 Eye comes with a pair of 1,280 x 800 cameras, four microphones and an 85-degree field of view. The two lenses are designed to be used in a variety of ways, including triangulating the 3D space, gesture recognition, Kinect-style body tracking, and in conjunction with accessories like the Wonderbook or DualShock 4 controller. "It's not just a way to identify your player number, it also works like a PS Move," Yoshida said of the new DualShock's light bar. "It's an extension of the PS Move technology that we incorporated into the DualShock so that the camera can see where it is."
The Sony Studios chief used a PS Eye-style AR game as an example, saying that with the original camera, one lens had to do everything. With the new unit, one camera will concentrate on capturing the action and ensuring good picture quality, while the other is dedicated to motion tracking. Another reason that the Move functionality was incorporated into the DualShock is to enable the console know where you're sitting in relation to the TV (and your on-screen character). The company is also aiming to enable users to take 3D pictures and video and store it on the console. As for the microphones in the new Eye and how that'll impact interaction with the PlayStation 4 on a system level, Yoshida wasn't giving up any details. Though he said it'll be incorporated into games (a la Kinect voice commands on Xbox 360 games), he wouldn't give up whether you could use your voice to control the PlayStation 4 on a system level.
http://www.youtube.com/watch?v=rGlu3e9kdks
0:20 - 1:30 Close look at the controller. Looks nice.
EDIT : GIF http://i.minus.com/iqI7LUAhVOE6Z.gif
They also have the flexibility of using one camera for motion tracking at 120 or 240Hz, low resolution, while at the same time having the other camera at 1280x800 60Hz for AR.A few more details from Sony:
http://www.engadget.com/2013/02/21/sony=playstation-4-eye-works/
We discussed the issue with the PS Eye being used for tracking the Move controller being antithetical to it being used to give a good picture of the player (it wants to have the light stand out as much as possible), and I guess using one camera to track the Move and the other to film the player is one way of solving that ...
My guess would be that if you use the two camera's in conjunction for stereo/depth of field sensing of the full surroundings, you could still use Move but track it in a different (space/positional) way, that would however probably have a higher latency. So my guess is that they're doing these two things side-by-side to have a choice there depending on the application.
That sounds like what they're talking about. Motion tracking needs high frame rate. I hadn't thought about that; it's certainly different. Does kinda imply a distancing from 3D though. You can't buy a camera-based game and be sure it'll have 3D composite as it may use 3D IQ and fast Move tracking.They also have the flexibility of using one camera for motion tracking at 120 or 240Hz, low resolution, while at the same time having the other camera at 1280x800 60Hz for AR.
That sounds like what they're talking about. Motion tracking needs high frame rate. I hadn't thought about that; it's certainly different. Does kinda imply a distancing from 3D though. You can't buy a camera-based game and be sure it'll have 3D composite as it may use 3D IQ and fast Move tracking.
That would certainly provide a large amount of options:
- 'background separation' with 2 cameras. Then use the PSeye libraries to do "2.5D" skeletal analysis... should be adequate for PS4-fit/dancestar etc.
- PS move. As per the current system, but for "mirror" apps you can track the move at a high frame whilst allowing a high resolution mirror image.
- track the gamepad. The controller supposedly has roughly the same sensors as PS move, although there doesn't seem to be any example usage.
- turn the camera off entirely.
Whilst 8GB was a surprise, I'd have preferred to see a demo of background separation .
I expect so. Set your face close to the cameras and they'll have plenty of detail available.A 3D cam of this quality should at least be good enough to scan my face with enough detail to create an avatar that has a face that looks like mine, right?