Playstation Move Games

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Anyone here actually like the TV Superstar demo ? I find that really bizzare. The Fight, the camera angle looks very awkward. Singstar Dance any good ? I am really hoping Heroes on the Move turn out Mario Galaxy good. It's too bad LBP2 is not Move support from the get got, but DLC later on.

TV Superstars and Kung Fu Rider are the only two demoes that I avoided so far. They just don't seem like something I'd like. The full game of TV Superstars has a fun cooking mini-game it seems but other than that I just don't know.

I'm increasingly optimistic about The Fight. Looks like a pretty good package, and after Sports Champions I'm expecting this kind of game can be awesome. They seem to have the tracking down very well (there was a free movement demo) and it will be interesting to see how that maps to fighters that have different stats (follows your movements slower but have more power, vs following them faster but having less, I think is what they are doing) and the various training 'mini-games' that can increase your stats for the career. Basically, Gladiator Duel has me very excited for this game now both in terms of fun and in terms of workout. And apparently The Fight even tracks your energy burnage and online multiplayer?

I don't expect too much from Heroes on the Move, but it could be good - we'll see. I have faith that SingStar Dance will at least be decent, and LBP2 has 10 Move enabled levels at launch, so it's not completely barren. Hopefully I can convince my wife to try those with me, as I assume they are all co-op.
 


My Sports Champion - Archery & Gladiator Duel Gameplay videos , (really shows how good Move tracks your movements)
 
Ok.

Tested Move at home. It appears to have a minor issue due to the fact that the camera has no idea exactly where the TV is and the size of it, as I have suspected in a previous thread.

In Sports Champions' game selection menu it asks you to calibrate the Move by pointing at the camera.

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?

The best way to have a relatively accurately aligned pointer from my experience is to have the camera below the TV as as close as possible to the frame and have the controller directly pointed at the camera and completely horizontally. After that point the controller horizontally on the center of the TV and between your eyes to see if its well aligned. If needed calibrate again

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 calibration most likely involves data related to the anatomy.The game has that data it seems. So when you extend your hand at shoulder level, completely below and at waist middle level it knows your body ratios and has an estimation of body shape. So at the end the game has a pretty good track of your movement and hand placement.

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.

Thats less of a problem with Wii.

Regardless my experience is highly positive and havent noticed any technical issues. The response and accuracy was great with Sports Champions Demo. It followed my moves very well and it was as natural as it could be. Even my mother liked ping pong and she is the type of person that was never into videogames and disliked them. It was funny and refreshing to watch her enjoy a videogame for the first time

I cant wait to test it with some "hardcore" games when available though
 
So...I have to admit..part of my reluctance to pick it up was that I couldn't justify the purchase myself. I dropped enough hints to the wife that she picked it up for my annual birth celebration. She even picked up the bundle so I can either move my other PSEye to the 2nd PS3 or gift it to a friend. Needless to say, looking forward to checking things out. I'm much more of a layman but will surely give my impressions.
 
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?

How is your TV mounted ? I think I see more posts recommending a top-of-TV position. It works well for me.
 
Over 10 PlayStation Move gun controller accessories; dual wield or build your gun as you please:
http://www.gamingbits.com/sony-play...s-dual-wield-or-build-your-gun-as-you-please/

Another one:
http://www.joystiq.com/2010/10/06/cta-pulls-the-trigger-on-playstation-move-gun-attachments/

The "Perfect Aim Pistol" gives your Move controller that firearm look and feel, while CTA claims it's also light enough to prevent dreaded light-gun fatigue. Meanwhile, the aptly named "Submachine Gun" offers a heftier military experience, housing both the Move and companion Navigation Controller; and it even features a removable stock and scope. The pistol and submachine gun can be pre-ordered on Amazon for $15 and $30, respectively.
 
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? :p 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.
 
For any calibration for games that use the PS Eye for tracking the Move controller you should always point at the PS Eye with your Move controller (and ideally the default position you're holding it allows the PS Eye to look at it straight, without any tilt). If you don't do this, however, as the iWaggle video shows the system will try to auto-calibrate itself to this position anyway.

For anything else that just uses the gyros and not the camera, it matters very little. (And yes, Sports Champions also calibrates to determine your upper body dimensions and make sure you're standing in the right position).
 
man, Sports Champions is getting hard as nails!

I'm half-way through silver on Archery, on the one where you have the 3x3 grid that rotates one at a time and you have to shoot it first - that was next to impossible for me!

Nearly got bronze on everything - the games are really growing on me now - the only 'meh' is beach-ball, but I imagine it's be fun in 2 player...downloaded the halloween content last night - not tried it yet...anyone else get it?
 
man, Sports Champions is getting hard as nails!

I'm half-way through silver on Archery, on the one where you have the 3x3 grid that rotates one at a time and you have to shoot it first - that was next to impossible for me!

I managed that one I think but I think the second after the challenge I absolutely can't beat right now, will take a lot of practice. Archery is for me the toughest sport of the bunch by a mile.
 
How is your TV mounted ? I think I see more posts recommending a top-of-TV position. It works well for me.

My TV is on a TV furniture. Camera placed directly on top of the TV (edit: originally on top).

Are you sure you pointed directly at the camera? :p 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 am currently at work with tons of work so I will be as brief as possible.

I will recheck the calibration once I go home. I am pretty sure I pointed at the camera. The pointer was very low on screen after that.

I am really curious though how does it know where the TV in relation to the camera so that the camera knows approximately where you are really pointing on screen. Size and top/bottom placement should be very important
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.

The possible issue I mentioned may be indeed related to the camera placement in relation to the TV only.
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.
My TV is a 42''. Maybe thats to blame since the shorter the TV height from the base the less the vertical deviation would be. A large TV should have a larger deviation

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.

Well first calibration was done while I had the camera on top. Thats when the pointer was set very low. Then I tried it by setting it below and thats where I used it from later on. The pointer then was more in line

But yeah thats exactly what I was talking about.
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.
Yeah I think there is no isse because it is an approximation which is also improved through the second calibration scree. Though I wonder in direct pointing games (i.e FPS with crosshairs) will work because the accuracy might be more important there, which is what concerned me at the game selection screen of Sports Champions

How so? It has the same calibration issues.

I believe Wii asks you to point at the corners of the screen during the calibration process so that it knows the TV size and the corner areas in relation to the IR bar.
 
I managed that one I think but I think the second after the challenge I absolutely can't beat right now, will take a lot of practice. Archery is for me the toughest sport of the bunch by a mile.

also half-way through the silver on table tennis - found it really hard...then I took my jumper off and closed the curtains (to minimise a laughing crowd)...and played like I would play table tennis rather than a game. It worked...this game is fantastic for excercise :)
 
I am really curious though how does it know where the TV is so that the camera knows that you are really pointing on screen.
It doesn't. It assumes the camera is centre screen as it asks you during setup. It then assumes looking at the sphere when you point it at the camera that it is centred. From there, it'll take an amount of rotation as an amount of movement on screen, just like mapping a mouse or thumbstick to the screen. It's relative, not absolute. You'd need corner+corner calibration for that.

I believe Wii asks you to point at the corners of the screen during the calibration process so that it knows the TV size and the corner areas in relation to the IR bar.
Well, that's a calibration thing, not a Wii thing, unless they ahve that in every game. I suppose it's in the FW isn't it. This isn't a limit of Move per se that Wii hasn't got, only a lack of standard calibration. There should ideally be an XMB level calibration that's uniform across games, but we all know what Sony is like in being sensible regards their system level functions and services!
 
Yeah, it depends on what the game needs. MAG and The Shoot need 4 TV corner/point calibration for precision aiming. Sports Champions, Tumble menu navigation (also pointer based) do not.
 
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