Ah, OK. Can you say, are they a 2nd or 3rd party?
3rd party.
Ah, OK. Can you say, are they a 2nd or 3rd party?
I think the PSMC's potential for "casual" game types is kinda a forgone conclusion. With cross platform potential with the Wii that stuff should just come naturally,...
Sony revealed its motion-sensing 'wand' controller at its press conference yesterday - and already it's revealed its plans to help developers get the most of the peripheral.
AiLive – company which co-developed the Wii MotionPlus together with Nintendo – will make its LiveMove 2 motion recognition software available for free to all licensed PS3 developers thanks to a new deal with Sony Computer Entertainment.
Developers can 'train' the software to understand key gestures, which can then be accurately recognised when performed by players, taking the burden of motion interpretation away from game teams.
"The phenomenal precision of SCE's new controller combined with the effortless expressive power of AiLive's LiveMove 2 will dramatically expand the frontier for natural motion control in games," said Dr.Wei Yen, chairman of AiLive
"Our market-proven LiveMove 2 software gives developers the power to inject freeform player motion directly into their game. We're thrilled to help deliver this unparalleled level of control to PLAYSTATION® 3 players."
Masayuki Chatani, executive vice president and chief technology officer at Sony Computer Entertainment, added: "The LiveMove 2 development tool is the premier solution for recognizing human gestures in games. I am very happy to be able to make this revolutionary tool available to all PLAYSTATION® 3 developers. We eagerly look forward to the new and engaging game experiences developers will create for the PLAYSTATION® 3 with the help of LiveMove."
as luminence is going to help also?
.
Also, I came across this LiveMove 2 demonstration, which is also available in Sony's SDK:
If this is true, then there's nothing the PSMC can do that Natal cannot? All it is is a camera that detects lighted spheres and calculates distance and position based off of them?Through gaf, I came across this:
http://audioboo.fm/boos/27700-e3-final-day
In it, Kaz says that they eventually dropped the ultrasound bit and just went with optical recognition only, using the size of the ball for depth. The only thing I can think of now is that the precision comes from that you know what you are tracking is a perfect circle. In that case what the software needs to do is:
1) find the circle in the image
2) map the digital image to a perfect circle of a certain size to determine x/y/z.
I think given a digital input image you don't actually even need a very high resolution to still get very precise input, as luminence is going to help also?
If Kaz has it right, it's still interesting though and it has a number of implications.
As I understand it, PSMC also has motion detectors in the wand to determine tilt, rotation, etc.If this is true, then there's nothing the PSMC can do that Natal cannot?
You mean beside the accelerator sensors and the buttons and knobs of the wand?If this is true, then there's nothing the PSMC can do that Natal cannot? All it is is a camera that detects lighted spheres and calculates distance and position based off of them?
That is probably the case. Marks powerpoint presentation mentions a lib that can be kept on an SPU without requiring DMA loads.I'm curious what the cost is for using PSMC -- 1 SPU?
patsu said:http://emsys.denayer.wenk.be/?projec...ge=cases&id=23
Serious lag too. I don't want any motion control that is that laggy, at least not for anything other than casual games.
Forgot about those. (It's early and I just got my coffee)You mean beside the accelerator sensors and the buttons and knobs of the wand?
I'm no fan of Wii waggle, but I do like the idea and potential of proper matched motions (Wii+ and PSMC and whatever). eg. the bow shooting example was very nice. Would be good in a more realistic RPG where you don't shoot an arrow every 2 seconds and need 30 to fell a monster, but needs accuracy and management of resources (hold of firing until the last moments). Incidentlaly in the demo I don't know if it was just me, but it seemed that the aiming was more erratic with the bow pulled further back. Was this a deliberate technique to simulate the difficulty of a higher draw on the string - more power = less accuracy, and the player could draw back less for less aim wobble but to deal lower damage? Or was it just the tracking having issues?!Forgot about those. (It's early and I just got my coffee)
Yes, I suppose that's a big component. I'm just no waggle fan, sadly.
[0040]Using a multi-sensor module controller allows a user's input to map to gestures in the game. For example, a distance between two sensors can be used in a digital signal processor (DSP) along with how the sensor modules move, to improve mapping a user's gesture and to convert that gesture into an input for a game movement. Using multiple sensors in an enhanced game controller provides many advantages. For example, using DSP techniques, the input from the multiple sensors can be combined subtractively, additively, by averaging, or other combination to enhance the signal level as well as better detect the user's gestures. In other words, multiple sensors provide multiple forms of data from the user's gesture, and these multiple forms of data can be combined so as to produce a better signal to mimic the user's gestures.
[0041]Use of multiple sensors along with the knowledge of the structural coupling between the sensors can improve gesture mapping of a user's motion. For example, two sensor modules can be coupled using a support structure such that the two sensor modules are at a known off-set distance from one another, and the movement of the sensor modules relative to each other is bound by the constraints of the coupling of the support structure. The input signals from the two sensors and the known constraints of the support structure, for example, a rigid support structure or flexible support structure or resonant support structure, can be used to better detect signals from the sensors and map user's gestures.
[0042]FIG. 10 is a block diagram of another embodiment of an enhanced game controller 1000. As shown in FIG. 10, a sensor 1002 can be attached to a user, for example, to a user's hand 1004 by an attachment mechanism such as a strap 1006. In the embodiment shown in FIG. 10, the user's hand motions and gestures can be detected and input to a game as game movements or gestures. For example, if the sensor 1002 is a 6-axis sensor and is strapped to a user's hand, then in a game such as a boxing game, the motion as well as the rotation of the user's hand can be detected and input into the game to better mimic the user's actual motion.
Incidentlaly in the demo I don't know if it was just me, but it seemed that the aiming was more erratic with the bow pulled further back. Was this a deliberate technique to simulate the difficulty of a higher draw on the string - more power = less accuracy, and the player could draw back less for less aim wobble but to deal lower damage? Or was it just the tracking having issues?!