What about Shifty's music ?
I was playing the Tumble demo the other night and I have noticed that the camera constantly lost the accurate position of the controller.
I had to center the controller all the time. For example although I was centering the virtual and actual controller exactly in the middle of the screen, after a few motions if I placed the actual controller at the center of the screen, the virtual was no longer centered.
I am not sure if there is something wrong with my motion controller.
Also another thing I have noticed is that in some very few occasions after I finish from one move demo and enter another, the controller can no longer be calibrated or tracked correctly so I either have to restart the game or restart my PS3.
What about Shifty's music ?
I get it ! This would be a very efficient audio encoding/decoding algorithm.
i didnt have that problem
could be lighting, pseye cable, you getting out of frame, not using the wide angle lens, defective camera
but i doubt its move
iWaggle surveys all the Move accessories on the market (Part 1 of 4):
http://www.iwaggle3d.com/2010/10/playstation-move-third-party_17.html
I'm thoroughly disappointed in Move. It isn't even close to 1-to-1 positioning since the camera can't actually tell how close or far away the controller is and the system has to infer a lot of motion from the accelerometers, but this introduces all sorts of integration errors and, hence, drift. For example, at any menu where you have to use the Move controller to point, just shake the controller for a bit and your pointer will drift way off screen.
I'm thoroughly disappointed in Move. It isn't even close to 1-to-1 positioning since the camera can't actually tell how close or far away the controller is and the system has to infer a lot of motion from the accelerometers, but this introduces all sorts of integration errors and, hence, drift. For example, at any menu where you have to use the Move controller to point, just shake the controller for a bit and your pointer will drift way off screen.
May be a fake too. ^_^
most likely star wars kinnect
phat said:I'm thoroughly disappointed in Move. It isn't even close to 1-to-1 positioning since the camera can't actually tell how close or far away the controller is and the system has to infer a lot of motion from the accelerometers, but this introduces all sorts of integration errors and, hence, drift. For example, at any menu where you have to use the Move controller to point, just shake the controller for a bit and your pointer will drift way off screen.
I find it weird that in the video the cursor slowly drifts away as if someone is moving the camera even though the controller is completely stableApparently, it depends on the game. Only pointer games exhibit drift behaviour but MAG, RE5 and Start the Party are not affected.
You missed iWaggle's excellent look at drift:
EDIT: The camera can indeed locate the controller within a few centimeters (z-wise), or millimeters (x and y).
I think for Move titles, it may be good to have instant gratification. I don't mind a series of fast paced games/tests. i.e., no long grandmother story coz it tends to complicate the controls, and gets repetitive. Just give us one interesting fight after another, and more and more power ups (like Street Fighter, Sports Champions Gladiator but even more depth).
For long games, experiment with cross genra gameplay (e.g., *Simple* RTS/tower defense + melee). RUSE is intense but too overwhelming. ^_^
I hadnt seen that. And it's rubbish and quite worrying how errorneous Move becomes! When the Move is stationary there should be no change, suggesting noise at the MEMS level. The drift could be accumulated errors, I'd guess a fault with the libs that everyone's using. That could maybe be addressed by Sony, but if the actual data is noisy from the Moves themselves, those errors will stack up. This video suggests Move's 1:1 abilities have actually been overstated, and it can't currently work as a proper pointer. You'd need frequent calibration to suppress all that drift.Apparently, it depends on the game. Only pointer games exhibit drift behaviour but MAG, RE5 and Start the Party are not affected.
You missed iWaggle's excellent look at drift:
I hadnt seen that. And it's rubbish and quite worrying how errorneous Move becomes! When the Move is stationary there should be no change, suggesting noise at the MEMS level. The drift could be accumulated errors, I'd guess a fault with the libs that everyone's using. That could maybe be addressed by Sony, but if the actual data is noisy from the Moves themselves, those errors will stack up. This video suggests Move's 1:1 abilities have actually been overstated, and it can't currently work as a proper pointer. You'd need frequent calibration to suppress all that drift.