Playstation Move Games

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May be a fake too. ^_^


it is!

Star-Wars-Fx-Lightsaber-with-Removable-Blade-Obi-Wan.jpg
 
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.
 
Hmm... may be demo bugs ? The only demo I tried was Tumble. Didn't play it long enough to see any issues.

The real games work fine for me so far. The only Move game freezes I saw was from MAG 2.0. MAG 2.01 seems to have fixed it.
 
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.

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
 
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

Thats weird. It now works rather accurately with Tumble. Even if I try swinging the controller it is positioned correctly.

For some peculiar reason the way it performs on my console isnt 100% consistent. Perhaps it could be the florescent light? Or some kind of unexpected bug?

I am not sure.

Most of the time though it performs as it should
 
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.

Actually it can tell where the controller is (near or far). The size of the sphere can be interpreted by the camera (rather, the software) and it can track accordingly.

As for pointing, it relies heavily on the gyro's and magnetometers, and not all of the software implementation is perfect at this point. However, games like MAG clearly illustrate that it is possible to use these tools without any drifting.

I have to ask, what game are you playing?
 
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.

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:


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. ^_^

EDIT:
most likely star wars kinnect

It's Kinect ! Not 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.

Not all games use absolute pointing. There are plenty of games that show Move can do 1:1 though. Sports Champions, Start the Party and Tumble for instance.
 
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:


EDIT: The camera can indeed locate the controller within a few centimeters (z-wise), or millimeters (x and y).
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 stable
 
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 like the way you think Mr Patsu (you are a guy right? - forgive me i haven't paid too much attention) ;)

I was thinking about the old PC game "Battlezone II" and how much i friggin loved that game when i was in high school. I remember playing it and thinking that this kind of genre blending between RTS & FPS would be the natural progressive end point of all RTS games.

Now MOVE is out i cannot even help but swoon over the thought of a sequel designed around PS Move controls... Or even a different IP but with the same concept of being able to build buildings and train troops, while being able to run around in FPS mode and even get inside the vehicles that you spent resource making.....


SONY PLEASE MAKE GAMES LIKE THIS!!!

*composes himself*

My apologies folks.... won't happen again... ;-)
 
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.
 
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.

It's software implementation.

Given that Zipper is a 1st Party studio, their work and libraries with the pointer will be translated to the Development Kit, which means at this point all games releasing will almost certainly have zero drift. The games that do exhibit drift are early titles.

There's no need to worry.
 
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