It saddens me how many times I have explained the reasons why 1:1 is possible and yet people still believe otherwise.
To put it simply, the accelerometers in the Wii-Mote are plenty sensitive to pick up, track, and relay the data in a timely fashion. The accelerometers track input in real-time, the next step is obviously encapsulation and transmission via Bluetooth technology, and since Bluetooth is a radio frequency technology the signal moves at the speed of light. And then it is processed back in the Wii and displayed on screen.
The amount of time it takes for the information to leave the Wii-Mote and arrive at the Wii is negligible. The real potential for a slow down is in the processing of the data and this is also the area where there is the most potential for improvements. Something I think most people miss completely is that the Wii CPU is easily capable of 729,000,000 operations per second. I have to wonder how many operations people believe it would take to interpret the data...if we assume a ridiculously large number like 10,000 operations we can see that at that rate the Wii would be capable of interpreting the data 60 times a second while only utilizing 0.0823% of its clock cycles to do so. Realize that 10,000 operations is unreasonable to begin with but also that things can be streamlined beyond what I am mentioning here and that this is only meant to illustrate a more realistic understanding of the situation and not to explain it in absolute detail.
In any case, working with what I know from experience: The Wii-Mote can track the data required and it can get it to the Wii with time to calculate its effect as to not have a noticeable delay. With a decent algorithm the Wii can easily handle it without a performance hit in AI or Physics even.
Note: Everything up to this point has been an explanation for the Wii's capability of tracking the rotation and movement of the Wii-mote.
Now the hard part: Tracking the Wii-Mote as I just talked about is very easy and very trivial from a technological and design standpoint. The difficulty is in trying to track the person and what they do. And what I mean is this. If a person pushes the remote forward it would be tracked similarly (not identical) to how the remote would track someone actually moving their body (and thus the remote) forward. Distinguishing these two actions is key to achieving parity between the relative positions of you and the wii-mote and the character and their weapon.
I want to state that again because it is important to understand: Here in reality we have YOU and the WII-MOTE. In order to avoid an awkward situation the game needs to keep the relative positions on screen of the CHARACTER and WEAPON similar to the relative positions of YOU and the WII-MOTE. Or to illustrate a strange situation, imagine you are playing a game and you drop the wii-mote but the character on screen appears to quickly bend down and touch the ground. This type of disparity between what happened in reality and what is shown on screen can make 1:1 controls awkward, this is why they must be done properly or they will suck...to be blunt.
I won't attempt to recreate it here, but in the past on this site I have laid out a series of controls that I believe would work very well for providing extremely fine controls for a game involving sword combat (or similar styles) without making it impossibly hard or boring for the player.
The basic idea is to recognize that the player does not always need to have precise 1:1 control. Instead we would give them the option to use more abstract control scheme when they don't need fine control but allow them to quickly and easily switch to the 1:1 controls when they are needed.








