Old Discussion Thread for all 3 motion controllers

Status
Not open for further replies.
It seems to me they're using eye to sense depth and they have the player outstretch their arms forward to calibrate the full extension of their arm. Stepping forwards and backwards would be the same as stretching your arm, as far as Eye could tell, which is probably why they told them not to move from the spot they were standing.
 
The PSEye can sense the absolute position of the ball with millimeter accuracy, not just the depth. My guess is that app may be determining your swing distance (from a fixed location) to simplify gesture recognition. Probably need to interview the developers for the real reason.
 
Within a millimeter at what distance from Eye? I'm guessing they are using eye to sense the reach on your punch, like you said, which is why they don't want you stepping from the spot where you calibrated. How can they tell if you're extending your arm, or stepping forward?
 
I'm sure they showed someone sitting down using the video controls in their garish lifestyle clip. Was that a blatant lie?


I have to say bogus. I can't believe Forza 4 and such have been created knowing players have to stand. Getting a fix on a seated person may be tricky, and perhaps you have to start standing, but the torsa should be followable.

I know I'm late to the discussion, but I'm going to say not bogus...for now. If you watch the "Your Shape" Fitness videos, you'll notice that her outline can get blurry, and from time to time her arms 'melt into her body' so to speak, when she drops them to her sides (If I'm remembering correctly).

It looked like they were pulling information directly from the camera and 'rendering' that image, but it was obvious that it had some issues separating her body.

http://www.youtube.com/watch?v=Xd3QY0tSfck

You can see it pretty clearly there.
 
You only need 1 PS Eye for multiple players.

Right, and you only need 1 PS Eye to get going. I have a launch 60GB PS3 and a DS3. So the initial cost to 1 player for the COMPLETE Move experience is.... Adding more players seems to be the same cost as Wii.

No one said you can't ! The point was that you can swap the nunchuck with a DS3 if you don't want to spend extra $$$.

Sure, but it wouldn't be comfortable since the weight would be distributed incorrectly for one handed use, when the other hand is using the wand. Correct? Since the Move is all about precision/accuracy and gamer's games, at least from the secondary marketing perspective, I'm expected to play for longer than party game length. Which, halfing it with a DS3, won't work well for typical gamer's games long gaming sessions. Unless I'm not understanding you correctly.
 
Right, and you only need 1 PS Eye to get going. I have a launch 60GB PS3 and a DS3. So the initial cost to 1 player for the COMPLETE Move experience is.... Adding more players seems to be the same cost as Wii.

It depends on the game you want to play. Some games use 2 Moves. Some use 1 Move and a nunchuck/DS3. Others only need 1 Move. The most optimal is probably 2 Moves and 2 nunchucks (for 2P).

Sure, but it wouldn't be comfortable since the weight would be distributed incorrectly for one handed use, when the other hand is using the wand. Correct? Since the Move is all about precision/accuracy and gamer's games, at least from the secondary marketing perspective, I'm expected to play for longer than party game length. Which, halfing it with a DS3, won't work well for typical gamer's games long gaming sessions. Unless I'm not understanding you correctly.

It would be up to individual preferences. I would want a nunchuck but some may be ok with a DS3. For these people, they'd rest the DS3 partially on their laps while playing.

Also I don't think the nunchuck has any built-in sensors, but I am not sure.
 
The range of Move is 3 - 10 feet according to here:
http://www.kotaku.com.au/2010/03/th...-playstations-move-according-to-the-inventor/



Need head tracking to estimate like the puppetry example.

So, 1mm at 3 feet or 10 feet? Accuracy would be different at either range. Not that it really matters. I'm sure it's precise enough. Those kinds of numbers always make me skeptical. I'm used to less than honest measurements from the audio world.

But if I punch and my head moves forward or side to side, then what? Are they going to estimate how far forward my head moved, or have some tolerance and if you go beyond that, wipe the punch data? Seems like they'd be doing a lot to check if I moved my hand or not. Might be easier to tell the people to stand in one place.
 
So, 1mm at 3 feet or 10 feet? Accuracy would be different at either range. Not that it really matters. I'm sure it's precise enough. Those kinds of numbers always make me skeptical. I'm used to less than honest measurements from the audio world.

I believe they said within a few millimeters. I don't think the raw accuracy will be a problem. People will be able to tell when the game is launched.

EDIT:
Found the original quote: http://gdc.gamespot.com/story/6253435/sony-reveals-what-makes-playstation-move-tick
The Z-axis is less accurate:
Delving into a bit of tech talk, the designer said the camera has a field of about 75 degrees, with XY tracking down to millimeters and Z-axis tracking to a few centimeters.


But if I punch and my head moves forward or side to side, then what? Are they going to estimate how far forward my head moved, or have some tolerance and if you go beyond that, wipe the punch data? Seems like they'd be doing a lot to check if I moved my hand or not. Might be easier to tell the people to stand in one place.

Yes it would be easier as I mentioned too. But it may not be a requirement (depends on apps and techniques again). You can play WiiSports Resort while standing around casually or moving.
 
Well I guess they could make a "mask" out of the empty couch but the sad part (actually a good part...) is that couch are not hard material you sink in them to various extends...:???:

Ms made a good job at making us blind on the issue but crap... the product is almost already dead for me now... I'm in disbelief right now.
I wouldn't believe everything you read on the internet :)

May be for a dancing game it's OK, but for arcade racing games standing still for some minutes may prove difficult, it get even worse if you consider doing multiple race :(
The arcade style driving game they demoed uses hip movements to enable drift, and whole body movements to do tricks. You're not "standing still", but you couldn't really play seated either.

I know I'm late to the discussion, but I'm going to say not bogus...for now. If you watch the "Your Shape" Fitness videos, you'll notice that her outline can get blurry, and from time to time her arms 'melt into her body' so to speak, when she drops them to her sides (If I'm remembering correctly).

It looked like they were pulling information directly from the camera and 'rendering' that image, but it was obvious that it had some issues separating her body.

http://www.youtube.com/watch?v=Xd3QY0tSfck

You can see it pretty clearly there.
It looks to me that Ubisoft is taking the depth map and smoothing it, so I wouldn't put too much truck in their data. Also, skeleton detection doesn't rely on you holding your arms away from your body.
 
If you read the calibration process for the fight game, it sounds like they are calibrating relative to Eye. And they tell the person not to move around after calibration, so I'm assuming it messes up the reference point to the camera.

From this it sounds like it's doing its best to get a position for the player with which to reference motions of the wand.

Thus if you move your body, it is no longer where the game thinks it is, and thus all movements calculated with regards to your body will be off.

So wand positioning is always absolute, but can be rendered meaningless if you move around as it has no way to constantly update where the player's body is in relation to the wand.

So in effect, for games that calculate wand position in relation to a players body, you cannot move much or your actions won't be acurately reflected.. That's a bit of a downer.

A 2D camera can adjust for this slightly in 2 dimensions but movement forwards or backwards will be almost certain to ruin the experience.

It depends on the game you want to play. Some games use 2 Moves. Some use 1 Move and a nunchuck/DS3. Others only need 1 Move. The most optimal is probably 2 Moves and 2 nunchucks (for 2P).

Well, optimal for 2 players would be 1 eye, 4 wands, and 2 nunchucks. Although you can get by with a lesser experience with 1 eye, 2 wands and 2 standard controllers.

I wouldn't believe everything you read on the internet :)

The arcade style driving game they demoed uses hip movements to enable drift, and whole body movements to do tricks. You're not "standing still", but you couldn't really play seated either.

I thought Joyride was using upper torso movement (leaning from side to side) to enable drift and other turn enhancers. Couch play should be fine with the game.

If I remember correctly, some people got to try Burnout playing from a seated position.

Regards,
SB
 
I agree with Joker, Kinect is more likely to emulate the Wii's success than Move, I can see Kinect being on Good Morning America and various other chat shows, while the Move is sort of a 'me too' system and casual's dont really care about tech specs and increased precision.

Kinect represents a paradigm shift, there's little doubt that the next generation of motion control systems from all 3 will include depth sensing optics.

However, I also don't think that we will see many Kinect titles to appeal to core gamers, at least not soon, in the future perhaps we'll get some avant garde Kinect titles like Heavy Rain or something.

But Kinect won't be offering a viable alternative to the controller for core gamers, unlike Sony's Move which already seems to work just fine in SOCOM, KZ3 etc.

So for core gamers, Kinect will most likely offer two things: UI and Live enhancements (like voice commands, video chat etc.) or core games with Kinect enhancements, like Fable 3 and Forza 4.

Now, this is actually a very good proposition as Kinect can bring new things to the table and even improve the controller based scheme of these titles. For example, manipulating objects in the game world, pointing to give tactical orders, mo cap for machinima, Kinect equivalents of QTEs or just to add more or streamline controls where there aren't enough buttons (eg. instead of pressing a button to cycle through different pieces of equipment/abilities you can just say it's name - very useful in for stuff like magic in games like Oblvion or Fable).

While the Kinect enabled racing gameplay shown off in Forza might only appeal to casuals, the virtual garage feature where you can walk around your car was pretty impressive and will be welcomed by Forza fans, similarily if a Halo title let you place objects using Kinect in Forge it would bring something new to the existing controller scheme. (BTW can Kinect detect you opening and closing your hands? like a grab gesture?)

The BIG problem with this - and one i've been highlighting for a long time - is unlike Move, adding Kinect support incurs a substantial performance cost, 10 to 15% of total system resources (not just CPU time), this is especially significant as the 360 is nearing the end of its lifecycle and developers need every last bit of power.

This kind of performance hit, will definitely affect Kinect integration into traditional games (Halo Reach seems to have been one of the first victims) and is a consequence of MS severely paring back the spec on the Kinect hardware (no onboard processor, MP to VGA res downgrade, 30hz instead of 60hz capture etc.).

And the thing still costs $150!

It's a pity MS is more interested in making a quick buck from selling cameras rather than trying to get the tech into as many hands as possible and reap the benefits in the longer term.

Kinect may well be a success and broaden the 360 userbase, but I can't help but think MS's decision to kill the onboard processing was a lost opportunity to entice core gamers as well.
 
Why does Kinect have to be a core game controller again? If we take Move for instance, people already have a pretty viable alternative to the Move controller with the DS3. So why do they need to duplicate functionality when they can release an interface which excels at doing things which the controller cannot or compliment and add to the controller when that is being used?

In regards to the price, im not sure $149 (whether true or not) can be considered an accurate estimate/leak given the time period between the eventual release and todays date. We don't get accurate information on leaked console price cuts at the earliest until usually the weeks or at most a month out so why would anyone take these leaks at face value? The release date is October, at most stores would need 8 weeks notice at the high level of the price of the unit which is still months away from todays date.
 
Kinect works sitting down. False alarm.

"There has been some confusion about this, but Microsoft assured us that you can sit down while using Kinect. The company wants you to be able to relax and enjoy using your Xbox 360, so it says you definitely won't have to stand while watching a movie."

http://xbox360.ign.com/articles/109/1099467p1.html

On IGN US has updated the article:

According to Microsoft, you can play some Kinect games sitting down. It "varies" by experience. However, several developers giving us demos have said the exact opposite. Sometimes the contradiction comes from the same person--one day telling us you have to be standing and then the next saying everything can be done while sitting.

Which is true? We don't know for certain, as we have not had the opportunity to play anything seated. Suffice to say, if you have to stand for every game (or for menu navigation), that's a big problem. This remains a concern until we ourselves can test out Kinect from our rear.

The solution is easy let the press try Kinect while sitting. I smell something fishy.
 
Status
Not open for further replies.
Back
Top