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Forums - Sony - PS3 and Guncon3: Accuracy better than Wiimote?

routsounmanman said:
^^ Nope, not possible. Even z-axis movement is implemented by the accelerometers, which means the difference between 2 set points not the distance between the current position and the TV.


So, the same way it would be with the GunCon3, since on the next answer the guy responds that it has the same capabilities of SIXAXIS. On Wii menu the "little hand" responds to the tilt of the controller, I think on Red Steel the character hand responds the same way.

The Wiimote can not tell the "real" distance between the TV and the controller, but it knows when it is nearest or far, you can see this in the Photo Channel just for an example.

I'm not getting what it can't be done with Wiimote and can be done with GunCon3 since it just add some leds to a "sensor bar".



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It's not surprising.

The Wiimote's technology (as a package) is a new thing to gaming so it's not at all unexpected that other companies would take it a step further and surpass what Nintendo did.

As great as the Wiimote/sensor bar are, it'll be obsolete long before the end of the Wii's lifespan as a console.



Daileon said:
routsounmanman said:
^^ Nope, not possible. Even z-axis movement is implemented by the accelerometers, which means the difference between 2 set points not the distance between the current position and the TV.


So, the same way it would be with the GunCon3, since on the next answer the guy responds that it has the same capabilities of SIXAXIS. On Wii menu the "little hand" responds to the tilt of the controller, I think on Red Steel the character hand responds the same way.

The Wiimote can not tell the "real" distance between the TV and the controller, but it knows when it is nearest or far, you can see this in the 

I'm not getting what it can't be done with Wiimote and can be done with GunCon3 since it just add some leds to a "sensor bar".


ya, in the checkmiiout channel, when you take the souvenir photo the character will go bigger or smaller according to the distance of the controller from the tv *)



With just accuracy, I'd probably give that to the GunCon3 just because trying to move around or select anything with the Wiimote can be a little crazy at times, especially when you're more than five feet away from the sensor. However, people are claiming that if there were better calibration options, the Wiimote could actually aim a lot better than what it can, so who knows.



andors said:
Daileon said:
routsounmanman said:
^^ Nope, not possible. Even z-axis movement is implemented by the accelerometers, which means the difference between 2 set points not the distance between the current position and the TV.


So, the same way it would be with the GunCon3, since on the next answer the guy responds that it has the same capabilities of SIXAXIS. On Wii menu the "little hand" responds to the tilt of the controller, I think on Red Steel the character hand responds the same way.

The Wiimote can not tell the "real" distance between the TV and the controller, but it knows when it is nearest or far, you can see this in the

I'm not getting what it can't be done with Wiimote and can be done with GunCon3 since it just add some leds to a "sensor bar".


ya, in the checkmiiout channel, when you take the souvenir photo the character will go bigger or smaller according to the distance of the controller from the tv *)


 Yes I've just forgotten to tell where the cursor get bigger or smaller, but I've edited it ^^.



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it can--play wario ware or elebits and tell me it cant sense that distance



 

IllegalPaladin said:
With just accuracy, I'd probably give that to the GunCon3 just because trying to move around or select anything with the Wiimote can be a little crazy at times, especially when you're more than five feet away from the sensor. However, people are claiming that if there were better calibration options, the Wiimote could actually aim a lot better than what it can, so who knows.


Anybody who played Resident evil or the link crossbow training games already knows. There are unfortunately no methods of calibration for the main menu. You see the calibration will be useful for games like Links crossbow training, Resident evil:UC and the future coming House of the dead 2 & 3 HOWEVER if it was perfect 1:1 movement as far as cursor it would be detrimental to games like Metroid Prime 3. When calibrated and the system is aware of the size of your screen the "Crazy" pointer(as you put it) is a non-issue in fact it no longer exists once calibrated. Edit: I think what they mean by more accurate is a general term and they could possibly be right. In general use with no calibrating the Wii remote may be horribly inaccurate however I've never really thought it to be a problem as I'm not pointing blindly anyway... In any game that requires some sort of aiming or pointing to be done with the wii remote IR camera there's always a marker... part of "Aiming" is knowing how your "gun" is going to tilt, will it lean left or right? It's only a matter of a slight adjust that's done almost subconsciously. Once you see that point, reticle or whatever it is you aim period. In arcade shooting games though they may not want to put this pointer and for that, again, you have calibration just about pixel perfect aim ^^b

Okay, for those people who think the wiimote can only figure out the tilt and foward/backward motion via motion sensing.

You're wrong.

Try this quick little experiment and see for yourself.

turn on your Wii. Turn on your Wiimote. Put the Wiimote on the arm of a chair or something similar, with it pointing at teh TV so you can see the selector hand on the wii's Main selection menu.
Now, carefully pick up the sensor bar, and tilt that, and watch the hand while you do so. you will see the hand tilt. the wiimote will not have changed it's orientation to the earth, therefor, the tilt is being calculated via the camera.

The one thing that might confuse people is that if you tilt the sensor bar far enough, the selection hand will disappear. which means that in the case of the Wii menu, the tilt is being calculated through BOTH the sensor bar and also using the motion sensors on the wiimote to verify the tilt, if they are too far apart, the Wiimote will assume something is wrong and stop displaying the selection hand.

However, this still means that tilt is being figured out through the camera initially, otherwise the hand would not tilt no matter what position the sensor bar was in.

With this experiment confirming that the Wii uses the camera to calculate cursor position, we can then realize how distance can be calculated using the Wiimote. Using two points of reference(the two ir leds) with a fixed position between them, it is possible to calculate the distance from those points the Wiimote is by calculating the perceived distance between them.
If we play LoZ:TP and bother going into the calibration screen, we can find out that, indeed, the size of the target will grow and shrink as you bring the wiimote further away and closer to the sensor bar, confirming this theory to be true.

Since only two points of reference are needed, there is absolutely no reason why having SIX points of reference would make calculations more accurate.


Therefor, My first impression is to consider this whole article a load of WHOOIE.



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My Wiimote is bigger than yours.



A flashy-first game is awesome when it comes out. A great-first game is awesome forever.

Plus, just for the hell of it: Kelly Brook at the 2008 BAFTAs

This guy from Namco should do some researching before opening his mouth:

-The Sensor Bar actually has SIX leds, not two.
-The distance to the TV is calculated by the Sensor Bar as Grey Acumen said. You can go check in the Wii Setting > Light Sensitivity or something like that. Same for the tilt.

Also... $90?! Profit much?