WereKitten said:
Yep, the thing about Z-axis was plain wrong. The IR bar is a bar instead of a point exactly to provide z-axis measurement. Of course in the Wii case it only applies when the wiimote is pointing towards the tv, but in the sony systm it works all the time unless you hide the orb. So what does the move system seem to offer that is different from the wii motion controls? 1) absolute position tracking. That means more accurate tracking for translations. Might mean more accuracy for small, precise movements such as virtual inventory handling where you organize items in virtual heaps on your lap instead of using a pointer on-screen, or virtual object manipulation for puzzles(think the old building blocks demo). Might be helpful in games that require you to move around the place a lot. Think coop games or sport games where two players are on the left and right side but can swap positions. The camera will start tracking the positions right off the bat, with a wiimote you would have to tell the system who is on the right and who is on the left, and of course the moving around can't require the same precision. 2) camera image recognition and processing. Head tracking might be used in driving games. Faces, colored cards and objects can be used in party/educational/quiz with "augmented reality" mechanics. utility of those two? I frankly don't know, it's all in the software I'd say. PS: the wire of my nunchuck is about 90cm long. That's always been enough for the games I played, but it certainly won't be enough in some exercise/dance/martial art games, as with extended arms I can barely make a 30° angle between them. It definitely is not long enough for me to assume the actual position of archery. |
Thank you! A post that is acutally helpful to the topic, unlike oh they stole my precious comments
and yea it has voice recognition too...I can think of a few nifty ways that can be used, (racing, FPS and RPG)

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