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Forums - Gaming Discussion - In-depth comparison of the big three's motion controllers.

How much is all this supposed to cost?

The PS3 Eye is $40, though if you shop around you can probably knock $5-$8 off that.

One wand controller will likely be $40-$50, but you'll really need two for dual wielding to make it comparable to the nunchaku.

I assume Sony will be smart enough to do a $99.99 bundle of sorts with PS3 Eye + 2 wands ... one would hope anyway.

For two players though, still you're looking at probably dropping a $180 just on controllers. If you're a new PS3 buyer and you want two traditional DS3 pads + enough wand controllers for 2 players .... you could be looking at close to $250 just on controllers, lol.



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@RubangB

Adding an analog on the Sony wand would be trivial, as well as using two of them. Don't know how MS will tackle the need for at least a modicum of traditional input.



"All you need in life is ignorance and confidence; then success is sure." - Mark Twain

"..." - Gordon Freeman

WereKitten said:

Where are you pulling this stuff off?

The Wiimote has an IR camera for pointing and 3d accelerometers, thus it can't detect its absolute positioning if not using the IR. When not pointing towards the led bar, all you have is 3 angles with respect to gravity direction or 3 accelerations. The Motion plus gyroscopes only make those 3 angles more precise. The software can try to integrate the accelerations - if WM+ is present to subtract the gravity- , thus "sort of" computing a 3d position, but it will need to be corrected every now and then by using the IR camera or errors will accumulate.

The EyeToy was not just used "to see yourself": the XYZ absolute position tracking of the wand from the camera was clearly used. See here for an analysis of the patent application Sony submitted, regarding the tech that is probably being used.

Take for example the two-wand manipulation of virtual building blocks demo-ed on stage. You can't do that continuously and precisely with Wiimotes or WM+ unless you restrict yourself to keep them pointing at the screen all the time, in which case from each you still only have 3 positiong degrees from the IR camera and a roll angle (around Z axis). Not the whole 6 degrees of freedom.

Edit: thanks to av36 for really useful and in-depth details. This confirmed what I knew about Wiimote and EyeToy+Wand setup, and I learned more about Natal.

 

Let's say you're right, and let's imagine IR is not even available on the Wii to perform corrections. Would it really be a problem not to have absolute 3D positioning? I think absolute positioning is not very important for games, since people's living rooms are too small to make people walk around in a way which really impacts what happens in the game.

 



My Mario Kart Wii friend code: 2707-1866-0957

WereKitten said:

@RubangB

Adding an analog on the Sony wand would be trivial, as well as using two of them. Don't know how MS will tackle the need for at least a modicum of traditional input.

If you were to design a game using two Sony motion detection controllers and the PlayStation Eye, how would your character walk?  Not across the screen, but across an entire game world?  I don't think walking in place for an entire 5-45 hour "hardcore" game would happen.  I think you need your hands to walk somehow.



The Ghost of RubangB said:
WereKitten said:

@RubangB

Adding an analog on the Sony wand would be trivial, as well as using two of them. Don't know how MS will tackle the need for at least a modicum of traditional input.

If you were to design a game using two Sony motion detection controllers and the PlayStation Eye, how would your character walk?  Not across the screen, but across an entire game world?  I don't think walking in place for an entire 5-45 hour "hardcore" game would happen.  I think you need your hands to walk somehow.

I think his point is that by using two Sony wands you can have Wiimote plus Nunchuk functionality, as long as the wands have an analog stick as well.

I think MS's approach is a pipe dream which is going to be hampered by many practical factors, while Sony's (i.e. Nintendo's) approach is the sensible one.

Even the example of Burnout paradise requires that the camera can see your feet... If you have a table between your couch and the TV, forget about it.

 



My Mario Kart Wii friend code: 2707-1866-0957

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useless stuff as far as i'm concerned, Wii Motion + included



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NJ5 said:
WereKitten said:

Where are you pulling this stuff off?

The Wiimote has an IR camera for pointing and 3d accelerometers, thus it can't detect its absolute positioning if not using the IR. When not pointing towards the led bar, all you have is 3 angles with respect to gravity direction or 3 accelerations. The Motion plus gyroscopes only make those 3 angles more precise. The software can try to integrate the accelerations - if WM+ is present to subtract the gravity- , thus "sort of" computing a 3d position, but it will need to be corrected every now and then by using the IR camera or errors will accumulate.

The EyeToy was not just used "to see yourself": the XYZ absolute position tracking of the wand from the camera was clearly used. See here for an analysis of the patent application Sony submitted, regarding the tech that is probably being used.

Take for example the two-wand manipulation of virtual building blocks demo-ed on stage. You can't do that continuously and precisely with Wiimotes or WM+ unless you restrict yourself to keep them pointing at the screen all the time, in which case from each you still only have 3 positiong degrees from the IR camera and a roll angle (around Z axis). Not the whole 6 degrees of freedom.

Edit: thanks to av36 for really useful and in-depth details. This confirmed what I knew about Wiimote and EyeToy+Wand setup, and I learned more about Natal.

 

Let's say you're right, and let's imagine IR is not even available on the Wii to perform corrections. Would it really be a problem not to have absolute 3D positioning? I think absolute positioning is not very important for games, since people's living rooms are too small to make people walk around in a way which really impacts what happens in the game.

 

I'm thinking of smaller parallel movements, not necessarily people walking around the room.

Let's say your controller maps a sword, you keep it horizontally in front of you at heads height to parry a top-down vertical slice from an enemy. You keep it horizontally in front of you at waist height to hold down your opponent's weapon. You can't distinguish between them if you haven't good absolute positioning.

Let's say your left hand is holding a controller mapping a shield. You want to move it around in a parallel fashion to cover the various areas of your body.

Let's say you use both of them to map a bow like in the demo: that works with positioning again. Or imagine a boxing game where you want to precisely map the position and orientation of your gloves.

 



"All you need in life is ignorance and confidence; then success is sure." - Mark Twain

"..." - Gordon Freeman

WereKitten said:
NJ5 said:
WereKitten said:

Where are you pulling this stuff off?

The Wiimote has an IR camera for pointing and 3d accelerometers, thus it can't detect its absolute positioning if not using the IR. When not pointing towards the led bar, all you have is 3 angles with respect to gravity direction or 3 accelerations. The Motion plus gyroscopes only make those 3 angles more precise. The software can try to integrate the accelerations - if WM+ is present to subtract the gravity- , thus "sort of" computing a 3d position, but it will need to be corrected every now and then by using the IR camera or errors will accumulate.

The EyeToy was not just used "to see yourself": the XYZ absolute position tracking of the wand from the camera was clearly used. See here for an analysis of the patent application Sony submitted, regarding the tech that is probably being used.

Take for example the two-wand manipulation of virtual building blocks demo-ed on stage. You can't do that continuously and precisely with Wiimotes or WM+ unless you restrict yourself to keep them pointing at the screen all the time, in which case from each you still only have 3 positiong degrees from the IR camera and a roll angle (around Z axis). Not the whole 6 degrees of freedom.

Edit: thanks to av36 for really useful and in-depth details. This confirmed what I knew about Wiimote and EyeToy+Wand setup, and I learned more about Natal.

 

Let's say you're right, and let's imagine IR is not even available on the Wii to perform corrections. Would it really be a problem not to have absolute 3D positioning? I think absolute positioning is not very important for games, since people's living rooms are too small to make people walk around in a way which really impacts what happens in the game.

 

I'm thinking of smaller parallel movements, not necessarily people walking around the room.

Let's say your controller maps a sword, you keep it horizontally in front of you at heads height to parry a top-down vertical slice from an enemy. You keep it horizontally in front of you at waist height to hold down your opponent's weapon. You can't distinguish between them if you haven't good absolute positioning.

Let's say your left hand is holding a controller mapping a shield. You want to move it around in a parallel fashion to cover the various areas of your body.

Let's say you use both of them to map a bow like in the demo: that works with positioning again. Or imagine a boxing game where you want to precisely map the position and orientation of your gloves.

 

I think the first two examples can be done with quite coarse positioning, even without WM+.

You may have a point with the boxing example though, time will tell. I suspect WM+ is accurate enough for that , but of course you would need two Wii Remotes, the nunchuk is not good enough for that.

 



My Mario Kart Wii friend code: 2707-1866-0957

The Ghost of RubangB said:
How are you going to walk around in a FPS or TPS or 3rd person adventure melee game with these 3 control methods? Only one of these controllers lets you use a joystick at the same time, which is the industry standard control for movement.


I think you're forgetting that both of these technologies have some time till their release.  I also think that many of you feel that Natal has more limiting factors than it actually does.  Who says that you can't use your controller with Natal?  Who says Microsoft wont create a break away controller and comes apart into separate pieces... same with Sony.  They could map the DS3 onto those wands.  What I think Natal has some really big potential in is what Wii dominates in right now... Fitness.  As for none controller movements in a FPS... how about moving your shoulders as if you were walking with a real gun or lifting up your feet?  You could swing your arms... the bigger problem would be turning.  I think we'll much better tech when these two products finally launch.



WereKitten said:

@RubangB

Adding an analog on the Sony wand would be trivial, as well as using two of them. Don't know how MS will tackle the need for at least a modicum of traditional input.

It would be easy.  The camera has it's own processor from what I understand to keep the load off of the 360.  I imagine that you could easily use a controller in conjunction with Natal.  Or they may do something interesting with a break away controller that separates into two parts so you have the freedom of both your arms and the full use of the 360 controller for FPS and what-not.