What is the reason behind this ultra broken implementation. Just use Move as a Mouse...
If you look at the vids from the EG Expo (assuming that part is in there) you'll see where Steven Ter Heide talks specifically about that how making it like a mouse pointer causes nausea.
Why that doesn't happen with a mouse/kb combo, I'm not sure. However, I guess it's something to do with the closeness a PC player is to the screen and therefore there is little conflict between the fact moving actions on the screen and your own peripheral vision. When playing on a TV, you are significantly further from the screen and the clash between "through the eyes" in a fps and what your eyes are actually seeing outside of that is much greater.
Someone playing a FPS on a PC can be fine, while the person looking over the shoulder at that same image can often feel queasy.
Also, another difference between Move and the Mouse is that when not moving (for example, sniping for a headshot) the screen is literally
not moving as the mouse in stable. With move, when trying to do the same minute hand movements would translate to a constantly juddering screen. Also, unlike a mouse, those movements would be significantly affected by how far you are from the screen. So play 3 feet from a TV and small movements of your hand will translate to small juddering of the screen image. 3 meters from the screen and those same natural small movements and shakes would translate to the TV image shaking wildly.
So really, it's not as easy as saying, "make it like a mouse and keyboard, job done" because the Move and Navcon
are not a mouse and keyboard. That said, in Killzone 3 the bounding box (ie: how far the recticule moves to the edge of the screen before player turning starts) is user definable, so you should be able to get close to mouse movement if you want to play that way, but without the screen judder and reduced chance of motion sickness.