PlayStation Move technology thread

If it's a third party product, they should research on combining DS3 and Move together. I'd buy one for MAG !
Basically, figure out a way to add a pressure sensitive analog stick to the Move controller, and make it behave like a DS3 and Move at the same time.
Since most (if not all) games that need a DS3 or Nav controller are shooters, why not just make a gun with built in move + thumbstick?
 
Since most (if not all) games that need a DS3 or Nav controller are shooters, why not just make a gun with built in move + thumbstick?

2 different needs.

The navcon usually solves walking issues, and helps to reduce the need for large floor space. However, IMHO, it can break the immersion because the user's attention is split between on-screen activities and thumb activities.

I think it's more natural (and Sony should standardize this enhanced scheme as an official alternative) to use 2 Move controllers. The second Move controller seems more natural for movement control since both hands would be using wrist movement, as opposed to 1 thumb action and 1 wrist action.

Now if I can have a stick on the Move controller, it means I can use them like a split DS3 as well. I think for MAG, I would switch between the 2 control schemes based on scenarios and wielded weapon.

A custom gun con addresses yet a different problem. I tried one with analog stick, it's very confusing to use. Note that in my example above, the sticks and hand movement are not used at the same time.
 
That is remarkably good considering it only has the two major reference points. They must be doing a fair bit of image recognising to track the shoulders. It definitely works.
 
That is remarkably good considering it only has the two major reference points. They must be doing a fair bit of image recognising to track the shoulders. It definitely works.

they are getting so much data from the move controller knowing the exact position & rotation of your hands that it can pretty much know where your shoulders are.

I had to test really hard to see that it wasn't tracking my shoulders for real but using the move controllers to get this data. ( maybe a combination of the video & move controller position & rotation)

they must have done a lot of studies of the human bone system to be doing this so well.
 
Last edited by a moderator:
they are getting so much data from the move controller knowing the exact position & rotation of your hands that it can pretty much know where your shoulders are.
That's true. If holding a fist to punch, the oreintation of the hand will be fixed. Have you tried punching with your hand tipped forwards as if holding a knife, leading with the sphere? If your theory holds true, that could throw off the body mapping.
 
That's true. If holding a fist to punch, the oreintation of the hand will be fixed. Have you tried punching with your hand tipped forwards as if holding a knife, leading with the sphere? If your theory holds true, that could throw off the body mapping.

I'll have to check when these kids get off of my PS3 but it always seem to move your fist in the same direction as your fist really points when holding the move with your fist wrapped around them so pointing the controller down would act as if your fist was pointing down, so holding it wrong should throw it off a little.
 
That's true. If holding a fist to punch, the oreintation of the hand will be fixed. Have you tried punching with your hand tipped forwards as if holding a knife, leading with the sphere? If your theory holds true, that could throw off the body mapping.

Even better twist your wrists while keeping your arms bent in the same possition, if it is making assumptions about the possition of your limbs based entirely on the orientation of the move the on screen characters arms will move (like a chicken dance i would assume lol). Im guessing they make the assumption that your wrist will be inline with your forearm at all times, as should be when throwing a punch, so that if the move is held horizontal your elbows will be out to the side, if virticle your elbows will be tucked into the body etc.
 
Impressive implementation, indeed, but isn't it just a clever IK solution? Once you have the information for the end of the IK chain built in an anthropomorphic proportion, it's not that difficult to guess where shoulders or the center of the body is.
 
Impressive implementation, indeed, but isn't it just a clever IK solution? Once you have the information for the end of the IK chain built in an anthropomorphic proportion, it's not that difficult to guess where shoulders or the center of the body is.

I don't know but it works almost perfectly almost makes me want to try this lol


ps3_motion_control_patent-523x365-custom.gif
 
Move is precise enough – Sony

Sony is able to improve the accuracy of motion-sensing controller Move through firmware updates to the PlayStation 3 – but it may decide not to.

"We can certainly update it through firmware," Anton Mikhailov, a software engineer at Sony Computer Entertainment America's research and development department and one of Move's chief creators, told Eurogamer in a new interview published today.

"The real question is, do we want to? So far we haven't had any real requests from studios to improve the accuracy. There are a couple of issues here and there we can fix, but the majority the games are not even taxing it to its full accuracy."

http://www.eurogamer.net/articles/2010-11-27-move-is-precise-enough-sony
 
If I read some reviews right (or watch the Quicklook at Giantbomb), you may not move your feet in a fight... that's a bit... less nice, yet better than nothing. Still a big buggy, though... this video looked MUCH better than what GB has shown.
 
If I read some reviews right (or watch the Quicklook at Giantbomb), you may not move your feet in a fight... that's a bit... less nice, yet better than nothing. Still a big buggy, though... this video looked MUCH better than what GB has shown.

you can move your feet but it's best to stay close to the same spot that you calibrate in, but if you do get uncalibrated you just put your hands in the guard position & press the circle button.

I guess it's just a warning because they know most people like to get crazy when playing a game like this & move all over the place & make it lose calibration.
 
How likely and often will you throw off the tracker if you move around ? Would be great to have a boxing game that exaggerate your leg movement (i.e., without resorting to sticks).
 
Anybody know why Sony simply hasn't introduced player profiles/avatars for motion calibration?

I mean when the game first starts I could see a simple "Point Move controller at the camera" for basic calibration of the camera angle, camera height and background color of the room. However after that why not have the PS3 perform a really good thorough calibration just once on each individual player and save it as a profile on the PS3?

My thoughts:
Player tells system thier estimated hieght for reference
Place move controller at your belt buckle as shown and press the move button (only once)
Place move controller in right hand. Extend right hand 90° to your right side as shown on screen then press the Move button.
Relax your arm back down towards the resting position as shown on the screen and then press the move button.
Place the move controller in front of your left shoulder as shown on the screen and then press the move button.
Extend your left arm from your body at 90° with your palm facing backwards and place the move controller in the crevice of your elbow then press the move button.
(Repeat steps using other hand)

This calibration would map out the players entire upper body as simply using basic known variables doesn't quite work when no 2 people are exactly alike. It seems tedious but considering it would only need to be performed once I don't think it's that bad.

This would be saved for every player who has themselves calibrated for the move. Every game that uses Move would just pull the calibration data from this profile as it would just be a standard calibration profile. If someone wanted to switch calibration profiles mid game (for someone to help them) they could press the pause button and say they want to change profiles. The system would then load into the XMB to make sure the correct controller is used for selecting the profile and then done. Hell they could go one step further and have your calibration profile tied into your PSN account. A player wouldn't even have to log in, they would just need to input their PSN ID and the system would fetch it from the server no matter where in the world they are.
 
It's a good start, but it would be more interesting to see something that implements stuff like zooming by moving the wand forward and stuff like that ;). But the gesture recognition does seem to work really well. I think it would be really great to have the Move as a remote control in the living room.

Also, I would still like to hunt down and fire the idiot responsible for the PS3's web browser who said something along the lines of 'why it works just fine with Move as it is now'. I really want to kick that guy in the butt hard, and get him fired if possible.

@Dregun: yes, I agree, and suggested something similar very early on. Now although I can see that from a developer standpoint it may initially just be easier to be able to tweak this stuff to your game, Sony just generally lacks that kind of vision and while I would hope they'd implement something like this at least after a year, I am highly skeptical we'll ever see something like this happen.

But who knows, the Move.Me thing is a step forwards. If someone there shows really great webbrowser controls (among others) for instance, then who knows someone wakes up at Sony and fixes this stuff.

 
Anybody know why Sony simply hasn't introduced player profiles/avatars for motion calibration?

I mean when the game first starts I could see a simple "Point Move controller at the camera" for basic calibration of the camera angle, camera height and background color of the room. However after that why not have the PS3 perform a really good thorough calibration just once on each individual player and save it as a profile on the PS3?

My thoughts:
Player tells system thier estimated hieght for reference
Place move controller at your belt buckle as shown and press the move button (only once)
Place move controller in right hand. Extend right hand 90° to your right side as shown on screen then press the Move button.
Relax your arm back down towards the resting position as shown on the screen and then press the move button.
Place the move controller in front of your left shoulder as shown on the screen and then press the move button.
Extend your left arm from your body at 90° with your palm facing backwards and place the move controller in the crevice of your elbow then press the move button.
(Repeat steps using other hand)

This calibration would map out the players entire upper body as simply using basic known variables doesn't quite work when no 2 people are exactly alike. It seems tedious but considering it would only need to be performed once I don't think it's that bad.

This would be saved for every player who has themselves calibrated for the move. Every game that uses Move would just pull the calibration data from this profile as it would just be a standard calibration profile. If someone wanted to switch calibration profiles mid game (for someone to help them) they could press the pause button and say they want to change profiles. The system would then load into the XMB to make sure the correct controller is used for selecting the profile and then done. Hell they could go one step further and have your calibration profile tied into your PSN account. A player wouldn't even have to log in, they would just need to input their PSN ID and the system would fetch it from the server no matter where in the world they are.

the problem with that is some games you have to move the camera so there is no way of knowing if the camera is in the right place for your settings.


by the way calibration only takes a few seconds & some games all you have to do is point the controller at the PS-Eye.
 
@Dregun - It's probably because an avatar profile save doesn't help much. You might still need to calibrate your distance, since that shift changes your size and viewability. That could effect the accuracy of the device.
 
Back
Top