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I wanna point my finger at the screen and yell 'bang' for firing. Finger tracking required.
Finger tracking can be done on the RGB (YUV) feed. The skeletal tracking will help direct the hand tracking, I imagine. and unless someone's really wanting a virtual air-piano game, is perfect finger tracking really needed? honestly? Open hand, closed hand, fist, spread fingers, cupped hands, pointing finger, and some gestures for interfacing. A completely virtual hand with 1:1 tracking of the player carefully picking up small beads and rolling them down their hand into a jar is just overkill. The most immersive sorts of games like Datura and Heavy Rain can be experienced very naturally with course gestures rather than finger tracking.
I guess this is based on 60fps, correct?vgleaks said:End-to-end system latency for Kinect is measured as the time from light hitting the sensor through to the display outputting an update based on that input
I doubt finger tracking of that accuracy is possible with current consumer tech. At distance, a tiny difference in the index finger's direction translates to a large difference in screen position, and seeing only the front of the finger effectively makes determining that point extremely hard. You'd have to track sub-degree accuracy from the depth difference of front to back of finger over the few pixels it occupies in the camera. You'd need amazing accuracy. If the finger point is instead tied to arm direction, taking the targeting vector from forearm direction, then Kinect can do that.I wanna point my finger at the screen and yell 'bang' for firing. Finger tracking required.
I doubt finger tracking of that accuracy is possible with current consumer tech. At distance, a tiny difference in the index finger's direction translates to a large difference in screen position, and seeing only the front of the finger effectively makes determining that point extremely hard. You'd have to track sub-degree accuracy from the depth difference of front to back of finger over the few pixels it occupies in the camera. You'd need amazing accuracy. If the finger point is instead tied to arm direction, taking the targeting vector from forearm direction, then Kinect can do that.
Really? You think they can process faster? An excellent controller-based game can hope for button-press to action on screen of 3 frames, 50ms. This supposed kinect goes from motion to reaction on screen in ~60ms (4 frames). Considering it's probably a 30fps camera, you're talking 33ms to get the frame plus 2 frames. In other words, the processing time from receipt of action to stuff on screen is the same as a hard controller, 2 frames. What that says to me is processing capacity is not the bottleneck.
I hope Microsoft can mix the Durango controller with Kinect, I don't like the "you are the controller" thing.
Split controllers would accomplish that. Maybe for select games you only need one controller.
This is with processing the kinect2.0 that will be packed in the box...
If they had more processing headroom, they could handle 1080p 60fps or 720p 120fps.
Also it was never clarified if this is with full skeletal tracking or not and if so how many limbs/joints on how many users simultaneously?
Processing capacity of the existing kinect2.0 setup may not be "the bottleneck", but a lot of that has to do with how kinect 2.0 isn't pushing the envelope (as it should for a "killer app").
Something like this: http://www.faqs.org/patents/img/20120088582_02.png
From the kotaku leak (which have some of the same info as the vgleaks one), it's now 25 joints per player (up from 20 on current kinect on 360), including a joint for the thumb and one grouping the rest of the fingers as one. (probably to detect hand gestures with full skeletal tracking)
Processing capacity of the existing kinect2.0 setup may not be "the bottleneck", but a lot of that has to do with how kinect 2.0 isn't pushing the envelope (as it should for a "killer app").
Aah, they're not "pushing the envelope". Is anyone else doing anything even remotely comparable in the space of 3D cameras? They do an almost fourfold increase in resolution, and according to them, even more, because the sensor is more accurate, and you're not happy because it's not a 48x improvement? In 3 years? You're not asking for much at all, are you?This is with processing the kinect2.0 that will be packed in the box...
If they had more processing headroom, they could handle 1080p 60fps or 720p 120fps.
Also it was never clarified if this is with full skeletal tracking or not and if so how many limbs/joints on how many users simultaneously?
Processing capacity of the existing kinect2.0 setup may not be "the bottleneck", but a lot of that has to do with how kinect 2.0 isn't pushing the envelope (as it should for a "killer app").
Finger tracking can be done on the RGB (YUV) feed. The skeletal tracking will help direct the hand tracking, I imagine. and unless someone's really wanting a virtual air-piano game, is perfect finger tracking really needed? honestly? Open hand, closed hand, fist, spread fingers, cupped hands, pointing finger, and some gestures for interfacing. A completely virtual hand with 1:1 tracking of the player carefully picking up small beads and rolling them down their hand into a jar is just overkill. The most immersive sorts of games like Datura and Heavy Rain can be experienced very naturally with course gestures rather than finger tracking.
Aah, they're not "pushing the envelope".
Probably not much they can do about that at this point. Right now their best bet is probably to double down on Kinect. The PS EyeEye will not easily be able to replicate it's functionality.After the presentation of the competition is best for MS if it begins to push GPU and ram of the next xbox instead of the kinect 2![]()
Probably not much they can do about that at this point. Right now their best bet is probably to double down on Kinect. The PS EyeEye will not easily be able to replicate it's functionality.
If they double down on Kinect, I expect them to unravel, lose their following and ultimately the sales figures they built up in the 360 era.
Should have went with the "secure the core, ease in the casuals" approach...