Please read arguments properly if you don't want to come across a chump. I was talking about console/mainstream professional devs.The notion that ppl are entrenched in the standard way of controlling things?
Nintendo invested in it, because it was the only control scheme on their device.Why did the waggle wand succeed
Independent developers invested in it, because it was the primary control scheme on that device. Also, look how many different games it took to develop the ideas. Look how new game ideas are coming out (Blek, Threes!) despite touch input being around for years, because it took people time to experiment and rearrange their brains to come up with new concepts, and with each new concept inspiring the next wave of ideas.Why did the finger touch screen devices succeed
Independent developers invested in it. Look at how the accelerometers in sixaxis didn't do anything by comparison. IIRC there was only one tilting game, the rubber ducky game, which wasn't a particularly great game, and a few useless add-ons like tilt to balance in Uncharted despite balance as a mechanic being dependent on one's balance sense and just being awkward when you can't feel how off-balance you are.Why did the accelarometer devices succeed
If you followed the discussions on this forum about alternative input methods, you'd have heard plenty of ideas.Im still waiting for these game ideas that can save kinect
Not if MS pull it from the product......, come on people you can resurrect the product.
That's just as suited to a touch interface. It's also unlikely to pass console QA.Heres one I just thought of 'boob fondler' - Youve gotta manipulate the onscreen ladies breasts getting her excitement levels to a limit:
Sure to be a hit
That's just as suited to a touch interface. It's also unlikely to pass console QA.
Maybe console devs just can't figure out new ideas suitable to kinect, or are just not willing to take the risk. On Steam developers always try new things which leads to cool funky and fresh games like The Stanley Parable, Gunpoint, Gone Home, etc, whereas looking at current console titles to me they mostly look like rehashes of the same old stuff. It's status quo all over again, with fresh graphics. Who knows maybe that's all they know how to do, bring our revision 3, 4 or 5 of existing titles with new graphics. I think one of MS's biggest mistakes in that regard was not fully opening up kinect to indies from way before launch. Indies may have ended up with far better game ideas than the AAA studios could have. To me anyways it seems like indies is where the new ideas I play are coming from, whereas AAA studios so far just seem to want to reuse old ideas to push new visual tech.
Or worded a much simpler way, maybe kinect was just a poor fit for typical console developers.
Right. Developers still producing the same game types won't find a way ot make Kinect work for them. However, that's the problem. Like the mouse - it took a while for developers to develop mouse-based games. Lemmings was only possible due to the mouse, yet it didn't appear until 6 years after the Amiga's release during which time devs were making joystick based games. It took 6 years from the possiblilty of that game control and format before someone made it happen.It's easy enough to say that clever game design can design around its limitations, but that's not strictly true for the majority of currently popular gametypes.
That's what I mean by lack of courage. They are happy to go with the tried and tested rather than something new. However, I'm talking as much about Kinect augmented games as Kinect-exclusive games. The lack of head tracking to use the autonomous head movements of so many games is pretty mind-boggling to me. Since PS1 days I recall myself and others craning up to look over a hill in a driving game, yet no-one's got a decent implementation of that in game. When was the impressive head-tracking YouTube vid that got us all excited? I think this one from 6 years ago:I mean, you only need to look at the current game development landscape to understand that the prevailing majority of devs aren't making games anymore off the back of some overarching and meaningful creative vision. The majority of modern published games are made to follow the current trends, popular genres and game mechanics, in order to sate the esires of the core gamer and generate as much income for the dev/pub as possible.
What defines a videogame input device? Is your keyboard, designed for work and typing, not a videogame input device? I'm sure many an early dev said the mouse shouldn't have aspirations to be a game controller as well, during which time the prevailing game experiences were platformers and beat-'em-ups and side-scrollers. Devs use the input devices as they fit to make games. There's no such thing as a videogame interface, save perhaps a definition of a control format that's good for little else. Pioneering devs create new experiences. they did it before, and they're doing it now (mobile), and they'll do it again once motion input is ubiquitous and the barrier to entry is low enough. But the same ideas form indies could come from established devs if only they weren't so conservative.Imho, Kinect has no business trying to masquerade as a videogame input device. It shows far more potential as a control interface for dedication non-gaming applications.
Right. Developers still producing the same game types won't find a way ot make Kinect work for them. However, that's the problem. Like the mouse - it took a while for developers to develop mouse-based games. Lemmings was only possible due to the mouse, yet it didn't appear until 6 years after the Amiga's release during which time devs were making joystick based games. It took 6 years from the possiblilty of that game control and format before someone made it happen.
That's what I mean by lack of courage. They are happy to go with the tried and tested rather than something new. However, I'm talking as much about Kinect augmented games as Kinect-exclusive games. The lack of head tracking to use the autonomous head movements of so many games is pretty mind-boggling to me. Since PS1 days I recall myself and others craning up to look over a hill in a driving game, yet no-one's got a decent implementation of that in game. When was the impressive head-tracking YouTube vid that got us all excited? I think this one from 6 years ago:
Why doesn't that input feature in any games? I recall one, lousy, unnatural implementation of head-tracking in GT.
What defines a videogame input device? Is your keyboard, designed for work and typing, not a videogame input device? I'm sure many an early dev said the mouse shouldn't have aspirations to be a game controller as well, during which time the prevailing game experiences were platformers and beat-'em-ups and side-scrollers. Devs use the input devices as they fit to make games. There's no such thing as a videogame interface, save perhaps a definition of a control format that's good for little else. Pioneering devs create new experiences. they did it before, and they're doing it now (mobile), and they'll do it again once motion input is ubiquitous and the barrier to entry is low enough. But the same ideas form indies could come from established devs if only they weren't so conservative.
I don't disagree. I'm not even arguing that devs should have supported it. Only that Kinect in itself isn't flawed tech as Zed suggested. For the right games, it's fabulous. Sadly, no-one created those games.Whilst I agree that devs could have done some very interesting things with Kinect as a device to augment traditional controller-based games, there's really next to no incentive for devs to brainstorm, test and implement these ideas unless they are directly paid my MS to do this, or are one of MS' own first party devs in the first place.
Right. Developers still producing the same game types won't find a way ot make Kinect work for them. However, that's the problem. Like the mouse - it took a while for developers to develop mouse-based games. Lemmings was only possible due to the mouse, yet it didn't appear until 6 years after the Amiga's release during which time devs were making joystick based games. It took 6 years from the possiblilty of that game control and format before someone made it happen.
That's what I mean by lack of courage. They are happy to go with the tried and tested rather than something new. However, I'm talking as much about Kinect augmented games as Kinect-exclusive games. The lack of head tracking to use the autonomous head movements of so many games is pretty mind-boggling to me. Since PS1 days I recall myself and others craning up to look over a hill in a driving game, yet no-one's got a decent implementation of that in game. When was the impressive head-tracking YouTube vid that got us all excited? I think this one from 6 years ago:
Why doesn't that input feature in any games? I recall one, lousy, unnatural implementation of head-tracking in GT.
What defines a videogame input device? Is your keyboard, designed for work and typing, not a videogame input device? I'm sure many an early dev said the mouse shouldn't have aspirations to be a game controller as well, during which time the prevailing game experiences were platformers and beat-'em-ups and side-scrollers. Devs use the input devices as they fit to make games. There's no such thing as a videogame interface, save perhaps a definition of a control format that's good for little else. Pioneering devs create new experiences. they did it before, and they're doing it now (mobile), and they'll do it again once motion input is ubiquitous and the barrier to entry is low enough. But the same ideas form indies could come from established devs if only they weren't so conservative.
The notion that ppl are entrenched in the standard way of controlling things?
Why did the waggle wand succeed
Why did the finger touch screen devices succeed?
Why did the accelarometer devices succeed?
These are all recent new input methods that found instant success, thus the idea ppl/companies wont accept new input methods is false.
The notion that ppl are entrenched in the standard way of controlling things?
Why did the waggle wand succeed
Why did the finger touch screen devices succeed
Why did the accelarometer devices succeed
It's still a high frame rate for a ToF camera sporting such a resolution. There's a lot of companies making ToF cameras and they are all bound to the same limitations. There is probably a limit caused by light requirement. The higher the frame rate, the stronger the illumination have to be. The higher the resolution, the smaller the cells are, so this also needs even more illumination. For 30fps Microsoft needed 3 high power lasers. I can only imagine the death ray needed for 120fpsThe fact that Kinect is still 30 frames per second is probably a big reason why it's not being used for head tracking.
It seemed so strange to me that Microsoft would do all that research for Kinect but still make the choice to limit motion tracking to 30 FPS, to me this says that for Microsoft gaming isn't the real focus of Kinect.
It's still a high frame rate for a ToF camera sporting such a resolution. There's a lot of companies making ToF cameras and they are all bound to the same limitations. There is probably a limit caused by light requirement. The higher the frame rate, the stronger the illumination have to be. The higher the resolution, the smaller the cells are, so this also needs even more illumination. For 30fps Microsoft needed 3 high power lasers. I can only imagine the death ray needed for 120fps
They do, but Canesta is 320x240 (I think?). At this resolution some of them go as high as 100fps, and then there are other companies making 1280x900 sensors at 15fps. High frame rate AND high resolution seems to be problematic for ToF cameras.True but also Canesta ( company that Microsoft bought) already had a 60FPS ToF sensor.
Plenty of console developers are small indie teams, are they conservative?I was talking about console/mainstream professional devs.
Best of all, though, is the motion controls: Dual Shock 4 is a huge step ahead of its predecessor. With lighter gestures you can perform more precise movements, making it easier and more enjoyable to turn on a dime and collect more petals.
Its possible to play that on a joystick/keyboard (like missile command) OK the experience is not as good, I do hear what you're saying though.it took a while for developers to develop mouse-based games. Lemmings was only possible due to the mouse, yet it didn't appear until 6 years after the Amiga's release during which time devs were making joystick based games. It took 6 years from the possiblilty of that game control and format before someone made it happen.
(accelerometer) All phones/tablets have them inside them, in my game 'rolly bolly' that function talked about its the only method of controlling the game (nowadays these devices often include a gyroscope as well for more accuracy)I know nothing of these devices you speak of.
Arx Fatalis used mouse gestures to create spells, it was an absolutely terrible idea even when it workedI suggested a Wizard Sim where movements and chanting could replicate some sorcerers conjuring
Tetris used a keyboard (at least the version I played)Example = Most played game of all time. Tetris
Absolutely nothing WRT input / hardware was stopping someone making that game in the 1970s, yet it took until 1984 before someone did.
That is a good idea that would work since latency/accuracy aint really that importantOriginally Posted by zupallinere
I suggested a Wizard Sim where movements and chanting could replicate some sorcerers conjuring
I believe the first version did also.Tetris used a keyboard (at least the version I played)
http://wiki.ros.org/openni_cameraImage output mode for the color/grayscale image Possible values are: SXGA_15Hz (1): 1280x1024@15Hz
VGA_30Hz (2): 640x480@30Hz
VGA_25Hz (3): 640x480@25Hz
QVGA_25Hz (4): 320x240@25Hz
QVGA_30Hz (5): 320x240@30Hz
QVGA_60Hz (6): 320x240@60Hz
QQVGA_25Hz (7): 160x120@25Hz
QQVGA_30Hz (8): 160x120@30Hz
QQVGA_60Hz (9): 160x120@60Hz
depth output mode Possible values are:
SXGA_15Hz (1): 1280x1024@15Hz
VGA_30Hz (2): 640x480@30Hz
VGA_25Hz (3): 640x480@25Hz
QVGA_25Hz (4): 320x240@25Hz
QVGA_30Hz (5): 320x240@30Hz
QVGA_60Hz (6): 320x240@60Hz
QQVGA_25Hz (7): 160x120@25Hz
QQVGA_30Hz (8): 160x120@30Hz
QQVGA_60Hz (9): 160x120@60Hz
This is Kinect 1's actual resolution:The bottom line is that in Kinect1, the depth camera’s nominal resolution is a poor indicator of its effective resolution. Roughly estimating, only around 1 in every 20 pixels has a real depth measurement in typical situations. This is the reason Kinect1 has trouble detecting small objects, such as finger tips pointing directly at the camera. There’s a good chance a small object will fall entirely between light dots, and therefore not contribute anything to the final depth image.
And this is Microsoft's claim that Kinect 2 is 10 time more accurate than Kinect 1. So if they could reach to ~128×106p @240fps on ToF camera the quality of depth image should be comparable to Kinect 1 BUT at 240fps.In a time-of-flight depth camera, the depth camera is a real camera (with a single real lens), with every pixel containing a real depth measurement. This means that, while the nominal resolution of Kinect2′s depth camera is lower than Kinect1′s, its effective resolution is likely much higher, potentially by a factor of ten or so. Time-of-flight depth cameras have their own set of issues, so I’ll have to hold off on making an absolute statement until I can test a Kinect2, but I am expecting much more detailed depth images, and if early leaked depth images (see Figure 2) are not doctored, then that’s supported by evidence.
http://www.mtbs3d.com/phpBB/viewtopic.php?f=138&t=18610#p143312Charmed Labs and Carnegie Mellon says:
Hi Joseph,
The lag time (latency) is between 20 and 40 ms depending on the number of
objects being tracked. Less than 10 and the latency is very close to 20
ms. The latency is the amount of time between the event happening (ball
moves) and the updated information appears on the communication port.
thanks for your interest!
--rich
It could be like a gunfight harry potter style.
You ducking attacks and attacking with spells / other spells for blocks like shield