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Forums - Gaming - Wii Motion Plus Vs. Sony's Motion Controller

Sorry Wii guys, whether you like to admit it or not...Sony did a good job at improving the motion controller system over Nintendo did...Granted Nintendo gave them many ideas on how to show it off, it's obviously a very different implementation, and could work out well for the Sony fanbase...It came out a lot later than the Wii Motion Control system, things have changed since the Wii was released...

Keep in mind that the PS Move can track motion in 3D, not just in 2D. You don't have to be pointing the device at the screen for it to track where it is in space, unlike the wii remote which needs to be pointed at the sensor bar in order for it to know how far away it is...

Nintendo had a great concept and implementation of the motion controller and how it should be presented to customers, but given what Sony has presented, it's just not up to the same level of accuracy.



Just waiting for that PS Vita to come out so I can play some full featured games on the go with that beautiful screen and control scheme...

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Raze said:
WereKitten said:
Raze said:
^^ Sorry man, but 1:1 is 1:1, where your body moves the controller translates. So they both do 1:1, neither does it better than the other, just different methods of tracking. Both are capable of tracking all movements coded by the software, not the hardware, so its at the limitation of what the game developer makes.

Also, MOVE (not Arc) still doesn't have a nunchuck type device for input of character motion, so the controller will be limited to action movements.

Please read what i wrote previously. Starting from step zero each time won't lead us anywhere. I explained what kind of body movements can't be exactly tracked by the wiimote, but can be tracked by an external camera.

Also please go read any report about the announcements. The subcontroller for your left hand has been anounced. It has an analog stick, two triggers, two buttons and a d-pad. Game press tried it out in a few demos, one of which was an alpha of SOCOM 4, and wrote articles about it. You can see it in oh so many pictures, one of which is right on the front page of this very website.

 

ya I rescind that, the main controller looked so much like the nunchuck, I glanced it over in the gallery.

You explained what kind of body movments cant be tracked, but thats YHO. Show me proof of what one can do better than the other, dont tell me what you believe it can and cant do. Anyone can try to push theory as fact without a source.

Raze go to the PS Blog and watch their presentation of it at the convention...Your mind will be changed at how it tracks...you can easily see that when someone swings a sword, in open space, it doesn't just swing in the same spot on the screen repeatedly, it's where the user is putting it. The shield is blocking exactly in the same spot to scale as where it should be in space...



Just waiting for that PS Vita to come out so I can play some full featured games on the go with that beautiful screen and control scheme...

I'll stick with my Wii.



                                                                                                                                                                                                                                                                   

Vanbierk said:
Sorry Wii guys, whether you like to admit it or not...Sony did a good job at improving the motion controller system over Nintendo did...Granted Nintendo gave them many ideas on how to show it off, it's obviously a very different implementation, and could work out well for the Sony fanbase...It came out a lot later than the Wii Motion Control system, things have changed since the Wii was released...

Keep in mind that the PS Move can track motion in 3D, not just in 2D. You don't have to be pointing the device at the screen for it to track where it is in space, unlike the wii remote which needs to be pointed at the sensor bar in order for it to know how far away it is...

Nintendo had a great concept and implementation of the motion controller and how it should be presented to customers, but given what Sony has presented, it's just not up to the same level of accuracy.

IT won't change anything...

In marketing you gotta be the first, not the best...especially 3 years after...



 

Evan Wells (Uncharted 2): I think the differences that you see between any two games has much more to do with the developer than whether it’s on the Xbox or PS3.

OMG, people, keep cool, this is just a simple thread, not the end of world. The unic diference is that PS3 MOVE os more precise and HD, it´s a copy without the great Wii gamming library.



PSN: franco-br
MGS4, GH, MW2, GT5p, WipeoutHD, etc..etc..

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I am not taking anything away from Nintendo, I have played the Wii a lot, I don't know how exactly all this stuff works, but the PS move looks to be much precise then Wii motion plus, also the double hands looks cool, with fighting and having to block with the other, SO you can do much more, and remember Wii had been out a few years they have had time to dial in there remote, This is cool technology and Precise right out of the box, in time it will be even more amazing



Raze said:

ya I rescind that, the main controller looked so much like the nunchuck, I glanced it over in the gallery.

You explained what kind of body movments cant be tracked, but thats YHO. Show me proof of what one can do better than the other, dont tell me what you believe it can and cant do. Anyone can try to push theory as fact without a source.

It's my informed opinion based on knowing a bit of hardware details about the wiimote accelerometers (8 bit per axis to cover from -3g to +3g, 100Hz sampling rate) and a fair bit of physics and math. If you want, we can go over the bloody details in a separate discussion, but the endline is very reasonable and rooted in objective reasoning. And I never said that Sony's move will be better: it might turn out to be extremely laggy or sensible to ambient light conditions for all I know.

I said that a system based on an external camera can potentially track accurately in some conditions in which the wiimote hardware will drift, because of the way it is designed. And thus that no, not all "1:1" solutions can be called equally accurate just because they are accurate enough on a subset of movements.



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

"..." - Gordon Freeman

Sardauk said:
Vanbierk said:
Sorry Wii guys, whether you like to admit it or not...Sony did a good job at improving the motion controller system over Nintendo did...Granted Nintendo gave them many ideas on how to show it off, it's obviously a very different implementation, and could work out well for the Sony fanbase...It came out a lot later than the Wii Motion Control system, things have changed since the Wii was released...

Keep in mind that the PS Move can track motion in 3D, not just in 2D. You don't have to be pointing the device at the screen for it to track where it is in space, unlike the wii remote which needs to be pointed at the sensor bar in order for it to know how far away it is...

Nintendo had a great concept and implementation of the motion controller and how it should be presented to customers, but given what Sony has presented, it's just not up to the same level of accuracy.

IT won't change anything...

In marketing you gotta be the first, not the best...especially 3 years after...

This isn't even a conversation on what will sell better....or more. This is a topic on what has the better tracking for motion controlling in video games, and I think there's really only going to be one clear winner until Natal gets shown, and then it will probably be a bit of a brawl.



Just waiting for that PS Vita to come out so I can play some full featured games on the go with that beautiful screen and control scheme...

Vanbierk said:
Raze said:
WereKitten said:
Raze said:
^^ Sorry man, but 1:1 is 1:1, where your body moves the controller translates. So they both do 1:1, neither does it better than the other, just different methods of tracking. Both are capable of tracking all movements coded by the software, not the hardware, so its at the limitation of what the game developer makes.

Also, MOVE (not Arc) still doesn't have a nunchuck type device for input of character motion, so the controller will be limited to action movements.

Please read what i wrote previously. Starting from step zero each time won't lead us anywhere. I explained what kind of body movements can't be exactly tracked by the wiimote, but can be tracked by an external camera.

Also please go read any report about the announcements. The subcontroller for your left hand has been anounced. It has an analog stick, two triggers, two buttons and a d-pad. Game press tried it out in a few demos, one of which was an alpha of SOCOM 4, and wrote articles about it. You can see it in oh so many pictures, one of which is right on the front page of this very website.

 

ya I rescind that, the main controller looked so much like the nunchuck, I glanced it over in the gallery.

You explained what kind of body movments cant be tracked, but thats YHO. Show me proof of what one can do better than the other, dont tell me what you believe it can and cant do. Anyone can try to push theory as fact without a source.

Raze go to the PS Blog and watch their presentation of it at the convention...Your mind will be changed at how it tracks...you can easily see that when someone swings a sword, in open space, it doesn't just swing in the same spot on the screen repeatedly, it's where the user is putting it. The shield is blocking exactly in the same spot to scale as where it should be in space...

Have you used WM+ yet? It does the same exact thing. If you're not in range of the IR or the PS camera, it wont work. Thats simple logics. Ive played many games that dont require the wii remote to be aimed at the tv. Its all fluid motion with WM+. Granted, if you were discussing basic wii remote without WM+, then yes there are distinct advantages of Move. With WM+, its all 6 of one, half dozen of another.



The Carnival of Shadows - Folk Punk from Asbury Park, New Jersey

http://www.thecarnivalofshadows.com 


It will not matter People:

the playstation move technology is more inline with this:

Canesta's electronic perception technology is a patented, low cost, and practical technology that enables machines and electronic devices to "see" by tracking nearby objects in three dimensions in real time. Using EPT, Canesta CMOS chips emit a field of continuous field of infrared light and measure the time it takes for that light to reflect back to the chip - for every pixel. In real-time, the chip processes those distances to create a three dimensional image of the objects in its field of vision.

Unlike traditional 2D "computer vision," EPT applications can supply actionable information in real time by observing the nearby environment in a reliable, fast, low-cost, and portable form factor.

EPT makes it possible for devices or applications of any complexity - from "lightweight" appliances, PDAs, cell phones, or games to heavyweight vehicle control, security systems , and robotics - to perceive objects and features in the nearby environment, identify those objects, and take action in real time.

Canesta is the leader in defining and implementing practical EPT solutions with the development of low-cost, semiconductor-based EPT chip technology and powerful embedded image processing software. Canesta's technology provides actionable perceptions or identifications to third-party applications, enabling those applications to respond in a timely fashion.

see the video:
why does this matter:
ED FRIES JOINS CANESTA BOARD OF DIRECTORS

SUNNYVALE, CALIFORNIA – FEBRUARY 3, 2010 – Canesta, Inc, announced today that Ed Fries has joined the board of directors of this Silicon Valley 3-D sensor pioneer. Fries is filling a new board position.

“Canesta represents a very unique opportunity,” said Fries. “It will fundamentally change the relationship between computers and other consumer devices and the world around them. I am excited to join the board of such an important company.”

Canesta is the inventor and pioneer of tiny chips that sense the world around them in true three dimensions. The technology makes possible “the other side of 3-D”, where, for example, the user of a consumer electronic product such as a computer, television, media center, or other entertainment system can use “3-D input” or “natural interfaces” to operate a device remotely, with hand gestures or postures. Because Canesta’s technology allows this capability at mass market pricing, the company recently received $16 million in additional financing (see “New Strategic Investors Signal the importance of 3-D Natural Interfaces to the Future of PCs and other Consumer Deviceshttp://canesta.com/corporate/press-releases/102109).

Fries, 45, joined Microsoft in 1986, and spent the next ten years as one of the founding developers of both Excel and Word. For the next eight years, he helped to define the new era of interactive entertainment and created Microsoft Game Studios in the process. In 2004, Fries retired as a Microsoft vice president to focus on serving as a board member, advisor and consultant to a broad range of technology, entertainment, and media companies. In 2007 Fries launched his own startup, FigurePrints, an innovative company that uses 3-D color printing technology to bring video game characters to life.

“Ed brings a new perspective and diverse experience in entertainment. He is able to advise Canesta as our game-changing technology begins appearing in 3-D interfaces,” said Jim Spare, Canesta’s president and CEO. “He will be a tremendous addition to our board.”

About Canesta

Canesta is the inventor of revolutionary, low-cost electronic perception technology that is the foundation for the “other side of 3-D” – true 3-D perception as input to everyday devices, rather than the widely-understood 3-D representational technologies as output.

Canesta’s 3-D input technology, based upon tiny, CMOS 3-D imaging chips or “sensors”, enables fine-grained, 3-dimensional depth-perception in a wide range of consumer, security, industrial, medical, automotive, factory automation, gaming, military, and other products. Such products can then react on sight to the actions or motions of individuals and objects in their field of view, gaining levels of functionality and ease of use that were simply not possible in an era when such devices were blind.

Numerous applications are under active development by Canesta's OEM customers and partners, including consumer electronics, PC, TV, building automation, security, robotics, automotive, and others. Such customers and partners include Hitachi, Honda, Optex, Optronic, Quanta, SMSC, and others which have yet to be announced.

Canesta is located in Sunnyvale, CA. The company has filed in excess of fifty patents, 40 of which have been granted so far.

All trademarks and registered trademarks are those of their respective companies. The omission of a trademark or registered trademark symbol is inadvertent and is not intended to convey the status of any mark or contravene any claim.

 

 



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