PlayStation Camera: What are the benefits?

Discussion in 'Console Technology' started by Lucid_Dreamer, Nov 7, 2013.

  1. Lucid_Dreamer

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    There has been limited information on the abilities of the PlayStation Camera (PS4). The following is what seems to be available, information-wise:

    - 1280 x 800 x 2 @ 60Hz at 12-bit color depth (640 x 400 x 2@120Hz and 320 x 192 x 2@240Hz)

    - 85 degree FOV

    - Ability to change things like exposure, white balance, and gain per camera or per frame (Ex: can allow a developer to, for example, use one camera at low exposure to track the bright PlayStation Move balls, and the other at higher exposure to show a player that would otherwise look dark in a dimly lit living room)

    - Built-in 3 axis accelerometer

    - Can be synced with the "game loop" clock so that images of players line up with the in-game action without lag

    - Stereoscopic 3D
    - Built-in 4 mic array
    - Outputs RAW YUV (uncompressed) video feed
    - Uses USB 3.0
    - F Value/F2.0 fixed focus lens

    - Each lens has independent resolution/framerate functionality (Ex: one lens can work at
    1280 x 800 @60Hz, while the other lens is tracking motion in 320 x 192 @240Hz)


    Knowing these things, what are some of the unique possibilities this type of setup can bring to games or apps?

    Edit:
    Depth Tracking with Stereoscopic Camera

    https://www.youtube.com/watch?v=pydla1fPfBw

    Face-tracking Library (w/ Augmented Reality)

    http://www.youtube.com/watch?v=gOtPVof2K94&feature=youtu.be&noredirect=1

    Voice Recognition Library

    http://www.youtube.com/watch?v=5TaUsSy-f0Y&feature=youtu.be&noredirect=1
     
    #1 Lucid_Dreamer, Nov 7, 2013
    Last edited by a moderator: Nov 12, 2013
  2. Arwin

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    The USB 3.0 connector seems to be proprietary.

    Advantages versus the old PS Eye are that for the PS Eye on PS3, games had to trade off camera image capture quality (which wasn't great at the best of times) against how well the Move could be detected (which is easier with sensitivity to light low, so you only see the Move controller light up). So the quality of the AR applications should be able to increase significantly without too much lag. Supporting 3D doesn't necessarily negate this however, as the 3D information can also be used to help determine the position of the Move controller more accurately. I suspect this would be more compute intensive, whereas on the other hand the non-3D may be faster and has the advantage of being easily backward compatible with the PS3's setup.

    The accelerometer (isn't that more a gyro? / magnetometer?) is intended to know in which direction the PS Eye is looking. This could help being more precise with knowing in which direction you are aiming. I am particularly curious about if they could increase the pointer precision for Move detection (or the DS4's lightbar).

    Obviously 3D AR will be more possible, though here it may get more complicated, and more light-conditions dependent.

    I think it will be interesting and informative to learn more about face recognition and voice recognition on the PS4.
     
  3. Shifty Geezer

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    Stereoscopic 3D tracking hasn't been demonstrated, so we can't rely on it working well. We know the current setup can produce everything promised with the other EyeToy devices only much better, so an incremental improvement. If the 3D works well, it could achieve more. Sony really need a Kinect-like for their dancing games, which the PS platform was something of a pioneer for. Sales to girls for singing and dancing are likely diminishing as PS doesn't support the best solutions any more. Until the 3D is shown working, I wouldn't count on it.
     
  4. dumbo11

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    Yep - there was a single, weird, quote about the UI being navigable via the camera, but it's unclear what that meant. Other than that comment, there's been no justification for the dual camera setup.

    It's rather unclear whether that's a strategic move or a lack of confidence in the peripheral.
     
  5. BigIke

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    Here's the info Sony told developers/media back at GDC in March:

    Eurogamer/Digital Foundry:
     
  6. Arwin

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    The first title I know coming out for all next-gen platforms I think is Just Dance 2014 ... I think it is even a PS4 launch title. It will be very interesting to see if it uses the Move or not. The official site doesn't show anything:

    http://just-dance-thegame.ubi.com/jd-portal/nl-NL/just-dance-2014/ps4/index.aspx

    EDIT: sounds from here that the Playstation 4 is camera only, even if you have to take it from only 5 words, so I'm going to assume that the Kinect version will be the best one for now. Still look forward to seeing it in action.

    http://www.ign.com/videos/2013/10/08/just-dance-2014-hits-new-york-fashion-week
     
  7. Shifty Geezer

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    I just wish someone would demo something! How can a dance game be a launch title on PS4 for the camera, and yet no-one has reviewed it? Where was it at E3? Or TGS? Or GamesCom? Who's going to buy it without any knowledge or how (or if!) it works?
     
  8. RenegadeRocks

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    If it can do head tracking, it might be a bit fun in racing games and such. As long as it can get kids on screen, kids like it. My niece n nephew spent hours with the video effects in the video app on the ps3, making funny videos of themselves.

    Kinect has a spot on appeal for families. Hope Sony also is able to develop atleast kinect 1 like capabilities on this one. I think they must have something in mind , hence the lightbar on the new controller.
     
  9. Shifty Geezer

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    It can do head-tracking. People have made headtracking software on single lens cameras.
     
  10. Arwin

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    Sony has made quite a conscious effort to downplay the camera aspects, solidly targeting the early adopter market first. And they may have little to gain showing anything that isn't as good as Kinect. Right now it is in their best interest to have the Playstation 4 at 399, and making the camera interesting ironically would only help Microsoft. But Ubisoft has been interesting in having as their strategy to get into anything new as early as possible.
     
  11. Shifty Geezer

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    I can understand Sony's position, but not Ubisoft's. They are selling a motion-controlled game on a platform without showing anyone that it works. Either it doesn't work, and people who buy it will be decidedly frustrated, or it does work but no-one cares to showcase this. There's literally no video or article where someone has stood in front of a PS4 with camera and played this game. Considering Sony are happy to bundle the camera with some PS4s, it's a really odd situation.

    Edit: I tell a lie. A PS4 trailer showing PS4 camera on top of a TV (also shows Kinect) as people play with full hands-free navigation.

    So the promise is there. I'll wait on hands-on reviews though to believe it. ;) Games like that Kung-Fu one showed faultless background removal which wasn't at all like the real experience.
     
  12. patsu

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    I think the 2 cameras can track using 2 different algorithms, instead of using 1 3D algorithm. Read that somewhere long ago.
     
  13. ERP

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    It's because it get's it's own USB3 channel, i.e. it's not shared with anything else in the system. it's a high bandwidth device, so you can only plug it in in one location and you can't plug anything else into that socket.
     
  14. patsu

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    Where does the other end connect to ? The Southbridge where the secondary chip sits ?
     
  15. Lucid_Dreamer

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    With motion gaming, is it most important to have lower latency/lag (within a frame) or to have the most precision?
     
  16. taisui

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    you need both. human brain compensates latency better but high latency is just bad experience.
     
  17. Lucid_Dreamer

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    Of course, both are needed. In motion gaming, low latency (tracking fast) and tracking precision aren't required in equal portions, right?
     
  18. taisui

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    It's a more complex question than just you need A more than B. Wii got a way with just a remote for their motion gaming story. Same if you have a motion sports game that depends on timing, then latency is more important, but if you have a freeform boxing game, then perhaps accuracy would matter more.
     
  19. Lucid_Dreamer

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    Really? Why perhaps would accuracy take precedence over latency, in a boxing application?
     
  20. taisui

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    I said freefrom, implying that the in game character is expected to replicate 100% of the user input accurately.
     
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