But they haven't even included the same motion detection in the Navicon as they have in sixaxis!
But if the Move came with nubs as standard, you wouldn't need the sixaxis.
It needn't do everything, just add some thumb-interfacing. And a PSP-style analogue nub wouldn't detract from Wii's design at all. As it is, to get thumb input which we appreciate is more ideal interface in some cases, you have to either have an awkward sixaxis or DS3 in yout left hand, or buy a separate thumbstick Navicon that lacks the motion components, making it a costly and unsophisticated interface. Stick a nub on the Move and you have the option of thumstick interface ready to hand for every player. eg. You could go from a motion interface to a thumb control of an RC car on the same controller. If any game needs more than just the addition of a thumbstick, you could always resort to a sixaxis/DS, but I'd start to question the design at that point if your title needs too many different interface types.I think while you may be able to figure out something that can do everything, it'll just clutter the design and make everything needlessly complex.
the current nub is also a first-generation device (don't know if they've made changes in later PSP versions though). The actual design concept of a flat, sliding 'stick' was great, and I'm sure refinements can be made, especially for a controller rather than a portable where they could afford a little more size and bulk. But even then, just chucking in a PSP nub would have been adequate and had the advantage of spreading the cost of that component over another device.The PSP nub is plenty fine. Perhaps ultimately not as accurate as a proper analog thumbstick on a console controller, but works just fine even in FPS games. And would be more than enough as an addional control method on Move.
The PSP nub is plenty fine. Perhaps ultimately not as accurate as a proper analog thumbstick on a console controller, but works just fine even in FPS games. And would be more than enough as an addional control method on Move.
rather than how currently if you use both wands for say an item in each hand (sword and shield, 2 weapons, etc) you can't simultaneously move your character.
Read my post again Nightshade How can You move in Oblivion like game, when left wand is assignes to shield and right one to weapon? You cant without d-pad or analog stick.
Or how can You move on the ground in chameleon like game with only two Wands? You put one wand down and pick up DS3/Navigator? :> Its just ineffective.
They shouldn't need to. They can compensate for that, as Move is the most balanced motion controller.The motion sensors in the navcon may supersede the dpad. The DS3 has motion sensors too, so we can still use it as a stand in but it would be awkward to handle.
Unlike MS, Sony approaches the core gamers first. Hence, it is important to make them feel comfortable with the new controllers. Either a well-hidden stick to the motion controller, or additional sensors in the nav controller may make the control scheme more complete in comparison to DS3 and Wii.
Would love to hear from Dr. Marks and Anton on their collective decisions. I don't think people bought their earlier defense regarding the missing stick completely. If they can show that less is more in this case, it would be a walk over, but from what I can see, Wiimote+ and DS3 may be more expressive in some scenarios.
The goal is not to do everything. It is to do everything or at least something best. So every little details matter IMHO. I guess the feelings about missing stick/sensors will resurface or go away forever once we play the final games.
Digital Foundry: Are you still sticking to the Burnout Paradise philosophy of the same code being run on every platform? Did you see the presentation Bizarre Creations made on how they moved lighting across from GPU to SPU for Blur on PS3?
Alex Fry: That kind of thing is quite radical, yeah. If you start to dump GPU tasks onto your CPU that's when it starts to get a bit...
Digital Foundry: Lairy?
Alex Fry: Yeah. It's really good that people do different things because you can learn a lot from it. I like seeing people trying different stuff. But no, our deferred rendering is still done on GPU on all platforms. We aren't putting anything back on CPU. We could and see how we go, but a simple architecture is simple - you can change it and it's easy. Well... easier. As soon as diverge from that, things get a lot more complicated. It's something you might choose to do if it's a decision you take early on. We chose not to do that and we've not paid for it.
Tech Interview: Need for Speed: Hot Pursuit: http://www.eurogamer.net/articles/digitalfoundry-needforspeed-tech-interview
So they unlocked hidden RSX power or I don't understand this correctly?
That's not what they're implying or saying at all...
Would have been a nice question to ask them about AA though maybe. But we may still find that out later.
I meant that usually developers are talking about using SPU's to obtain platform parity. Criterion is saying that both versions will be identical and both are running on the GPU's, they mentioned SPU's only when they talked about physx etc. (CPU stuff). I know that they are most likely culling on the SPU's (like almost all devs) but this is very interesting if they are able to obtain parity with RSX "only" (culling aside).
I meant that usually developers are talking about using SPU's to obtain platform parity. Criterion is saying that both versions will be identical and both are running on the GPU's, they mentioned SPU's only when they talked about physx etc. (CPU stuff). I know that they are most likely culling on the SPU's (like almost all devs) but this is very interesting if they are able to obtain parity with RSX "only" (culling aside).