Old Discussion Thread for all 3 motion controllers

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If this source that someone at IGN talked is right then ouch about motion control on PS3 and 360:
seemed quite positive about move labeling it a 'improved wii'
They tell me that they believe it will ultimately outperform the Wii remote in responsiveness and say that their own tests are already proving that true. I ask if there is the kind of lag I experienced at Sony's demo and they say no, that it's very fast and reliable when programmed correctly. They add that it still has some calibration issues like the Wii remote, but that it's still an improvement.
which is pretty much what most of us expected

natal is pretty much what some of us (eg check some of my old posts) predicted as well, I wonder what natal will be called. 'move' would of been a more fitting to this device than sonys 'wand/arc/nob'
 
http://game.watch.impress.co.jp/docs/news/20100311_354095.html

One SPE is used for supporting PS Move.

If four Move controller are connected,there is also one SPE usage only but the latency can be longer.

(Looks like one spe is dedicated for PS move?)

Remember PS Move uses PS Eye to track movement, so the SPE need to do some image processing for it.

Also, PS3 can only handle like 7 wireless device to begin with. But allowing 7 people with Move might not fit the PS Eye field of view. Even with 4 people I am curious how far PS Eye need to be to fit all 4 players in its frame with enough room not to hit each other. This is one of the weakness of the Sony implementation.

I remember I have problem in Eyetoy with just 3 people.
 
But allowing 7 people with Move might not fit the PS Eye field of view. Even with 4 people I am curious how far PS Eye need to be to fit all 4 players in its frame with enough room not to hit each other. This is one of the weakness of the Sony implementation.

Its also the exact opposite of Wii's weakness of needing the wiimote to be facing the TV.

Nothing's perfect.
 
Patsu :
i don't think body/facial recognition would have worked very well in low light conditions.
As for the lag , processing of data is really under a frame ,and can be lower if well parallelized.
 
In the pointer's defense, in this video it looks really good: http://www.gametrailers.com/video/gdc-10-socom-4/63019

So i guess it was just someone bad at the game playing before.

@ 2:15, did you see him snipe two guys off in the distance WITHOUT zooming in?! I can't do that with my DS3 or Sixaxis.

Here is something else from Ars Technica:

Aiming the crosshairs with the Move worked well, and I didn't feel any lag. While I was new to the game, the firefights and encounters were a blast with the controller; there is something much more satisfying about aiming at the screen with a controller instead of moving an analog stick. This is a controller that's ready for more mainstream use in shooters, and the fact that Sony already has a high-profile release that uses the technology so well is heartening.
http://arstechnica.com/gaming/news/2010/03/socom-4-played-with-playstation-move-our-thoughts.ars
 
Remember PS Move uses PS Eye to track movement, so the SPE need to do some image processing for it.

Also, PS3 can only handle like 7 wireless device to begin with. But allowing 7 people with Move might not fit the PS Eye field of view. Even with 4 people I am curious how far PS Eye need to be to fit all 4 players in its frame with enough room not to hit each other. This is one of the weakness of the Sony implementation.

I remember I have problem in Eyetoy with just 3 people.

Information released says it supports the use of 4 controllers or two pairs of controller and sub controller. I believe PS Eye has a wider angle lens than the Eyetoy.
 
Information released says it supports the use of 4 controllers or two pairs of controller and sub controller. I believe PS Eye has a wider angle lens than the Eyetoy.

Yes it has, It has two settings of the lense, one which is considerable wider than the original EyeToy.
 
I thought the games we were seeing were coming from Sony first party but it looks like they are outscourcing everything? What games have Zindagi Games developed previously? It seems they are made up of ex Kush Games employees who worked on MLB and NHL 2k before they were moved over to 2k games.

Edit: So far

Sports Champions = Zindagi Games

Move Party = Supermassive Games

The Shoot = Cohort Studios
 
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Yes, I think you'll see more of this, and then third party stuff, and then there are the existing studios that incorporate Move features into existing franchises.

I must say now that I've seen a bunch of movies and demoes, I think things are looking really good. I particularly love the table tennis - it's something I used to play a quite bit.
 
Indeed the table tennis game does look excellent even if just as a proof of concept, that level of control added to rockstars more polished game would be awesome.
 
@ 2:15, did you see him snipe two guys off in the distance WITHOUT zooming in?! I can't do that with my DS3 or Sixaxis.

Here is something else from Ars Technica:


http://arstechnica.com/gaming/news/2010/03/socom-4-played-with-playstation-move-our-thoughts.ars
Yeah, that's what sold me on the pointer. It is really accurate o_O

The guy in this video manages to turn the cameras sideways a lot faster than the other video i posted which was also a concern for me...

Sony has built something really special in that controller, now i hope the software can follow up.
 
Remember PS Move uses PS Eye to track movement, so the SPE need to do some image processing for it.

Also, PS3 can only handle like 7 wireless device to begin with. But allowing 7 people with Move might not fit the PS Eye field of view. Even with 4 people I am curious how far PS Eye need to be to fit all 4 players in its frame with enough room not to hit each other. This is one of the weakness of the Sony implementation.

I remember I have problem in Eyetoy with just 3 people.
I'm more concerned about field of view in natal... With move you can at least squeeze everyone to be insight of the camera, and as long as the bulbs are visible you are mostly fine, while on natal i'm thinking that 4 people overlaped in front of eachother can generate a point cloud which is a pain in the *ss to evaluate and not be doable at all...
 
Patsu :
i don't think body/facial recognition would have worked very well in low light conditions.
As for the lag , processing of data is really under a frame ,and can be lower if well parallelized.

For most games, head tracking should be enough. Mixed PSEye and motion controller use is what I want to see. The puppet demo above is intriguing !

BTW, this is the game I was talking (or not talking) about a couple times before.

Which direction are they going to take ?
(A) "Serious" sports like Kendo, fencing, etc.
(B) Random fighting between father and son

I want (B) ! Hope they can add in different style/schools of fighting (Nacho Libre-style wrestling, Kung Fu Hustle's school of martial arts, etc.)
 
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