Yap ! I believe when they said no finger tracking earlier, they were referring specifically to individual finger tracking in the skeleton model. You don't have to use the skeleton model. The camera (even PS Eye) has always been able to track the overall hand gesture/shape.
As Jerome mentioned, the button could be circular, with a diamond shape layout.
If it's one giant button... It's true that one giant button is harder to handle while waggling, but the developers can choose to treat its corners logically the same while the controller is in-motion (i.e., as one big button). This should solve the "no other button under the action button" problem. The users can still use the directional corners when the controller is stationary, or when no firm grip is needed. It will work exactly like the current layout.
It may be an implementation/cost issue.
Yes, that's my sense too. I think the pressure sensitive button, the analog trigger, and the light bulb will allow for more expressive control and feedback (e.g., grabbing a kid/friend's hand, preventing him from falling over a ledge, and then pull him up).
All these expressiveness are more than mere "precision". Whether Sony has an app that can demonstrate these benefits at launch is another question altogether.
It´s probably an ergonomical decision. The action button is rather big. A button above and a button below the action button would be rather awkward to reach for a small hand. It´s easier to slide the thumb to the right or left side with just a slight offset in height.
One giant diamond button may be har do to handle when waggling the wand, it may cause to many unintentional button pressures.
As Jerome mentioned, the button could be circular, with a diamond shape layout.
If it's one giant button... It's true that one giant button is harder to handle while waggling, but the developers can choose to treat its corners logically the same while the controller is in-motion (i.e., as one big button). This should solve the "no other button under the action button" problem. The users can still use the directional corners when the controller is stationary, or when no firm grip is needed. It will work exactly like the current layout.
It may be an implementation/cost issue.
I think a lot of people are completely overlooking the pressure sensitive buttons on the back and front of the controller (the pressure pad and the trigger). If you look at the 'puppet' demo, these are what allow a user to control the opening and closing of the hand.
The combination of precise 3D tracking, rumble and these two pressure sensitive buttons are very important.
I also expect the light-bulb functionality to appeal to casuals more than expected.
Yes, that's my sense too. I think the pressure sensitive button, the analog trigger, and the light bulb will allow for more expressive control and feedback (e.g., grabbing a kid/friend's hand, preventing him from falling over a ledge, and then pull him up).
All these expressiveness are more than mere "precision". Whether Sony has an app that can demonstrate these benefits at launch is another question altogether.