The first time I calibrated it I had the camera on top of my TV. But the pointer was far lower than where I was pointing at. Probably the camera assumes that it is placed underneath the TV?
Are you sure you pointed directly at the camera?
We've tried above and below, and it makes no odds. There are no assumptions about camera placement as placement can be either/or. The instructions even show as much. And when you consider the development teams would hook the camera on the top of the TV, to calibrate it assuming it was sat under the TV would be pretty dumb!
I haven't tried alternative calibration techniques, like orientation of the Move when pointing, so there may be something in that, although that'd be silly design if so. The Move orientation is handled by MEMS and has absolutely positioning in the gyros, so that doesn't need to be calibrated. The sphere tracking has known camera properties, so that shouldn't need calibrating. The only thing that needs to be identified is camera position relative to the screen, and size of the screen for absolute 1:1 pointing.
I suppose it could be affected a bit by camera angle. If you have a large TV and the camera below, and don't point the camera up enough, it'll still see you but the play area will be a little affected by the wideangle perspective. But then the camera properties are known, so that'd be a bug rather than a tech limitation.
Ahhh, hang on. You say it was below where you were pointing. Yeah, if it doesn't know the screen corners, it can't do absolute pointing tracking. It'll just take where you're pointing and project it. Given funky perspective and a big screen, it'd be expected to be a bit off. You'd need an opposite-corner calibration for proper pointing mechanics.
Regardless I think the developers arent much concerned with that since the game probably corrects the deviation in the second calibration screen where it asks you to stand somewhere and place the Move in certain positions just before the game begins.
That's true. Playing 2 player, centre of the screen isn't so important.
The only problem from this is that the accuracy is highly dependent on the user because its the user that has to follow the calibration guide as accurately as possible.
That'll be something of an issue for placement, but not hugely. Again, Move's position is absolute to the screen. Whether you extend your arm fully or not, makes no odds. We played hotseat and I could swap place with my foot taller mate and still play the game with any obvious errors in tracking. If mapping an avatar it'd be important info, and for something like Gladiators you want to know how the hand is moving relative to the waist for low and high hits or blocks, but that's fairly approximate stuff. Well, it'd be interesting to test how much influence that has. Calibrate in different degrees of accuracy and see how the game plays.
Thats less of a problem with Wii.
How so? It has the same calibration issues.