There's a demo on the Playstation blog as well. Not really much new in that (except its sitting down and with reflective tvs all around in field of view) but note the comments - Anton's answering a lot of them and is still at it! Even answered one of mine ...
http://blog.us.playstation.com/2010...tech-demo-video-tour/comment-page-4/#comments
nsnsmj | August 27th, 2010 at 3:05 pm
Question: The move looks great and all and I want one, but why didn’t you guys decide to drop the nav controller and just add an analog stick to the move or add motion to the nav AND an analog stick to the move?
I think with that control scheme, the player would be able to move around the game character, the ingame camera, and still have motion in both hands.
Just an honest question from a fan.
Anton Mikhailov | August 27th, 2010 at 3:41 pm
Its a reasonable design, really. We tried it during prototyping. Once you try it though, you find that using an analog stick while you’re moving in 3D is actually not very intuitive. Its also hard to make a comfortable stick while keeping the controller more motion friendly. A quality stick also adds quite a bit of cost to the device, and since it wouldn’t be used often that might not be justified. We weighed all these concerns and doing the nav just made more sense.
colonel007 | August 27th, 2010 at 3:22 pm
Why was it decided to not include motion technology in the Navigator?
I know that having two Move controllers makes a better experience overall, but for the games that require the Analog Stick would be nice to have the extra motion, if necessary.
Anton Mikhailov | August 27th, 2010 at 3:49 pm
As with a lot of other things, its a combination of factors. We felt that to be completely compatible with the dualshock (which the nav is if you didnt know!) we shouldn’t allow motion, since you might not be able to do it holding the dualshock in one hand. Also, with just accelerometers and gyros you wouldn’t be able to do as much as the move can, so its a bit of an inconsistent experience. And of course, it makes the nav cheaper while having room for other features like the rechargeable battery and wireless.
Roxas598 | August 27th, 2010 at 4:16 pm
@Anton
Quick question from someone across the pond
1. do you need to calibrate the controller when starting up every game every time?
2. What’s the minimum distance you can be for the move to respond accurately?
3. Most Move demonstrations have the TV and Playstation Eye at shoulder level and even eye level. but what would happen if the TV is below you when standing up?
this would cause problems when using Move wouldn’t it?
Anton Mikhailov | August 27th, 2010 at 4:36 pm
Hello, let me start off by commenting on your icon: Akuma > Ryu
1. This will vary depending on the game, but you’ll need to calibrate at least when the game starts. This takes care changes in your environment (eg. if you moved your camera, lighting, your position) and its only takes 0.5 seconds.
2. The minimum is something like 50cm or 1.6 feet. Its not very practical to play that close to the TV though
3. As long as the camera can see you the Move should be fine. In games that show video, it works best at shoulder/eye level since you can clearly see the person. But for games that don’t show the video, it matters less.
Still, some configurations arent so great, like camera on the floor, for example. In these cases your “working volume” for the controller is a bit skewed. Try to keep it the camera above your waist and adjust the tilt so that it can see you.
So far we’ve demoed it in quite a few strange configurations and never had any real issues.
...
Would to see these building blocks combined/layered with other elements:
* Motion combos
e.g., (While I ride on horse back), swing a lasso overhead, throw it around a cattle's neck, topple it and tie its legs together, all in one smooth sequence. Chimpanzee/Tarzan swinging from branch to branch, somersault, and climb up and down trees -- think Mirror's Edge; Indian chef flipping Roti Prata using 2 motion controllers as the pancake expands, etc. These would convince me that the Sorcery demo is not a "one-off" trick.
...
Hey guys, Chris here from Perpetual FX. We’re really excited to finally announce what we’ve been working on exclusively for PSN: Top Hand Rodeo Tour! We are creating something no one has ever seen before, as there has been no rodeo game that will compare visually and from a gameplay standpoint.
...
Everything in the game you play, see and hear was created from scratch and designed from the ground up for a completely fresh take on the modern face of rodeo. We have a ton planned for the game, including a variety of white-knuckle events like calf roping and team roping. We also are currently working on never-before-seen barrel and mounted shooting mechanics and track configurations, all of which will be playable in highly competitive online and local multiplayer.
I doubt they are doing that.
As for gaming from a fixed spot, I think it depends on what/how the game tracks. I don't think there is a standard requirement. My guess is the gesture based systems probably need to know more. The one-to-one free tracking stuff may not.
Looking at the video here, one of the titles where you can see it clearly stating the play area is Gladiator Duel http://www.engadget.com/2010/09/01/playstation-move-review/
Of more concern to me is that each seperate minigame requires calibration each time it's played. Surely, and especially as this is the flagship bundled title, a single calibration at startup would be a better option. That it's not is what's so concerning.
Vanilla Wii only has accelerometers and the Wiimote based visual system. Optical positioning will remain accurate as long as the sensor bar isn't moved. I think that's calibrated at setup in menus. Accelerometers are relative devices reporting changes, so can't be calibrated.Quick question regarding calibration. It's been a few years since I had a Wii, but I don't recall having to constantly calibrate as it seems you have to do here with Move.
Thanks for that Shifty. I got rid of the Wii long before M+, after only a couple of months in fact. However, didn't remember constant calibration occuring in games, and if this is the 'advancement' that Kinect and Move are bringing to the party (pun intended ) then it's very much a disappointing one.
Calibration isn't 'constant'. For many games it's just a matter of pointing the controller at the screen and pressing the trigger, and typically replaces the 'press start' in the process so can't really considered to be much more of an effort. And it's done only once at startup for some games, or only once during the first startup for other games I think, where you then only go to the menu if you want to change the calibration.
Some games also track your complete upper body using face tracking and Move tracking in combination, to determine if you're walking towards or away from the table in Table Tennis for instance.
If you're interested, I can post some videos of some of the calibration processes.
Are you sure about that? Why would Table Tennis track the face and upper body? It's not as though it changes the view dependent on where the player is looking, and surely the software would utilise the ability to see the glowball in 3D space to decide if the player is moving forward or backward? Wasn't that the stated reason for the glowball in the first place?
Or hope that, in a single game at the very least, developers will be able to figure out a way to only calibrate once for a player, and only ever ask for recalibration when it detects that the player isn't calibrated.
Well, it has to be able to distinguish hitting forward and moving your body forward, and it changes left or right forward stance as well, even if the paddle is held the same way. I'm not 100% sure about what it is using when, but given the games that we do know that are out there using this tech, it does seem the easier way to solve this problem.