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Forums - Sony - My impressions of the Move controller so far

MaxwellGT2000 said:

Well to be honest guys I know everyone is liking my review, personally with a few of my disappointments I'm really concerned about the limitations IE mainly the lack of motion Nav , that makes you have to have 2 Moves and give up your analog, for me I like CoD on Wii and love the nunchuck motion for that game, having that mapped to the controller that affects aiming is worrying since that didn't work for other FPS titles.

On the other hand it can do certain things better, but so far there hasn't been that ONE stand out game.  I'm really wanting the new Ape Escape (the non minigame one) to take advantage of this set up, if anything fits the Move set up its Ape Escape, Nav can control your movement and item selection, and Move for 1:1 Monkey netting action


most of it is due to coding on the FPS side of things, and tumble does track the sphere it needs to to map the exact orientation of the move controller, have you noticed how the move controller on screen always looks exactly like the way you are holding it, yes it also uses magnetometers, accelorometers and the gyros to help it out, but you have to realise it is tracking the sphere as well.

i think patience is something we all will require on FPS move has only just come out, and from my memory there was literally no good shooters that was motion based until RE4 Wii came out



it's the future of handheld

PS VITA = LIFE

The official Vita thread http://gamrconnect.vgchartz.com/thread.php?id=130023&page=1

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Branko2166 said:

Thanks for the review. The only thing that may interest me for now is sports champions and table tennis more specifically. I watched a video before where the guy playing indicated that you could actually put top spin on the ball.

If it's as accurate as advertised I will be really tempted as I already own a PS eye camera and would just need to get the Wand.


Well you can do that in WSR as well, Wii Play Table Tennis now that lacked any sort of technique lol

@jneul

but RE4 isn't an FPS lol but every game that used the pointer worked well cause the pointer is just a set design in the system itself, it was HOW they used the pointer and creating the bounding box.  Best example I was talking about was Red Steel mapping motions to the Wii remote instead of nunchuck and buttons, the only issue with the FPS action was the lack of customized controls (IE the bounding box) and it was slow to turn, none of that had to do with the pointer though.



MaxwellGT2000 - "Does the amount of times you beat it count towards how hardcore you are?"

Wii Friend Code - 5882 9717 7391 0918 (PM me if you add me), PSN - MaxwellGT2000, XBL - BlkKniteCecil, MaxwellGT2000

jneul said:
MaxwellGT2000 said:

Well to be honest guys I know everyone is liking my review, personally with a few of my disappointments I'm really concerned about the limitations IE mainly the lack of motion Nav , that makes you have to have 2 Moves and give up your analog, for me I like CoD on Wii and love the nunchuck motion for that game, having that mapped to the controller that affects aiming is worrying since that didn't work for other FPS titles.

On the other hand it can do certain things better, but so far there hasn't been that ONE stand out game.  I'm really wanting the new Ape Escape (the non minigame one) to take advantage of this set up, if anything fits the Move set up its Ape Escape, Nav can control your movement and item selection, and Move for 1:1 Monkey netting action


most of it is due to coding on the FPS side of things, and tumble does track the sphere it needs to to map the exact orientation of the move controller, have you noticed how the move controller on screen always looks exactly like the way you are holding it, yes it also uses magnetometers, accelorometers and the gyros to help it out, but you have to realise it is tracking the sphere as well.

i think patience is something we all will require on FPS move has only just come out, and from my memory there was literally no good shooters that was motion based until RE4 Wii came out

There's no excuse RE5 move edition is out and so is MAG a FPS



 

mM

I don't wanna be  the Move-hater here, but could it be that the IR pointer tech is superior to that camera-detect-ball for FPS? I said that even before Move came out. Perhaps i'm wrong, but i think if you want to aim with Move in a FPS you need to move the Move-ball in a direction (camera based aiming). With IR Wii tech, you just need to aim to that direction, the tip of the Wiimote doesn't have to move in a direction. It's difficult to explain, but am i completely wrong?



ninty_shareholder64 said:

I don't wanna be  the Move-hater here, but could it be that the IR pointer tech is superior to that camera-detect-ball for FPS? I said that even before Move came out. Perhaps i'm wrong, but i think if you want to aim with Move in a FPS you need to move the Move-ball in a direction (camera based aiming). With IR Wii tech, you just need to aim to that direction, the tip of the Wiimote doesn't have to move in a direction. It's difficult to explain, but am i completely wrong?

The main problem with using IR sensing cameras is that the controller has no point of reference once the camera is pointed outside of the range of the "sensor" bar (a string of IR LEDs). The Wii is calibrated so that once you're pointing off screen, you're essentially out of range and the code in a game either resets the aim point to zero (say the center of the screen), or it just hangs at the last known co-ordinate at the edge of the screen until the IR camera on the remote is back within range.

This is mainly a problem for games that make extensive use of pointing as any motion based actions mapped to the accelerometers in the Remote will typically pull the point of aim well out of range of the sensor bar. This was supposedly fixed by the gyro sensor in Motion Plus, which can detect controller orientation (ie, the direction in which the remote is pointing) without any need to triangulate position via the sensor bar/camera, but most developers don't use it since most Wii controllers don't have Motion Plus.

Move does not require the player to move the controller in the direction it is pointing unless the action they are performing is a 1:1 "push" or "punch" or forward action of some sort in game. At which point the accelerometers will gauge the rate of speed change for velocity and the camera will measure changes in the diameter of the light ball to gauge the change in distance. The axis of the Move controller are always being tracked by the gyro, meaning it knows which direction it's being pointed at, even without the LED ball.

There are several ways to program tracking for Move, so the controls for one game don't necessarily reflect the full extent of the hardware.



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That was a pretty good read, Maxwell.  I enjoyed it.



leo-j said:
jneul said:
MaxwellGT2000 said:

Well to be honest guys I know everyone is liking my review, personally with a few of my disappointments I'm really concerned about the limitations IE mainly the lack of motion Nav , that makes you have to have 2 Moves and give up your analog, for me I like CoD on Wii and love the nunchuck motion for that game, having that mapped to the controller that affects aiming is worrying since that didn't work for other FPS titles.

On the other hand it can do certain things better, but so far there hasn't been that ONE stand out game.  I'm really wanting the new Ape Escape (the non minigame one) to take advantage of this set up, if anything fits the Move set up its Ape Escape, Nav can control your movement and item selection, and Move for 1:1 Monkey netting action


most of it is due to coding on the FPS side of things, and tumble does track the sphere it needs to to map the exact orientation of the move controller, have you noticed how the move controller on screen always looks exactly like the way you are holding it, yes it also uses magnetometers, accelorometers and the gyros to help it out, but you have to realise it is tracking the sphere as well.

i think patience is something we all will require on FPS move has only just come out, and from my memory there was literally no good shooters that was motion based until RE4 Wii came out

well RE5 MOVE EDITION is out so, there is no excuse!

well RE5 Move edition is fine to me, but to be honest(each to their own on this one), but any complaints basically it's down to capcom, i'm pretty sure it's not the move.

@maxwell that is why I generalised when talking about RE5 and called it a shooter, KZ3 is still in production, so we have plenty of time to see.



it's the future of handheld

PS VITA = LIFE

The official Vita thread http://gamrconnect.vgchartz.com/thread.php?id=130023&page=1

greenmedic88 said:
ninty_shareholder64 said:

I don't wanna be  the Move-hater here, but could it be that the IR pointer tech is superior to that camera-detect-ball for FPS? I said that even before Move came out. Perhaps i'm wrong, but i think if you want to aim with Move in a FPS you need to move the Move-ball in a direction (camera based aiming). With IR Wii tech, you just need to aim to that direction, the tip of the Wiimote doesn't have to move in a direction. It's difficult to explain, but am i completely wrong?

The main problem with using IR sensing cameras is that the controller has no point of reference once the camera is pointed outside of the range of the "sensor" bar (a string of IR LEDs). The Wii is calibrated so that once you're pointing off screen, you're essentially out of range and the code in a game either resets the aim point to zero (say the center of the screen), or it just hangs at the last known co-ordinate at the edge of the screen until the IR camera on the remote is back within range.

This is mainly a problem for games that make extensive use of pointing as any motion based actions mapped to the accelerometers in the Remote will typically pull the point of aim well out of range of the sensor bar. This was supposedly fixed by the gyro sensor in Motion Plus, which can detect controller orientation (ie, the direction in which the remote is pointing) without any need to triangulate position via the sensor bar/camera, but most developers don't use it since most Wii controllers don't have Motion Plus.

Move does not require the player to move the controller in the direction it is pointing unless the action they are performing is a 1:1 "push" or "punch" or forward action of some sort in game. At which point the accelerometers will gauge the rate of speed change for velocity and the camera will measure changes in the diameter of the light ball to gauge the change in distance. The axis of the Move controller are always being tracked by the gyro, meaning it knows which direction it's being pointed at, even without the LED ball.

There are several ways to program tracking for Move, so the controls for one game don't necessarily reflect the full extent of the hardware.

I don't know if you understand what i meant. I can agree with most of what you said, but for Wii-FPS the IR sensor in the Remote is used for aiming, right? And Motionplus cannot really help, imo, for that issue. And It works perfectly well without, if the Remote is not used for some "waggle" while aiming, ok.

Sorry, but i think Motionplus was never thought to help for the IR sensor aiming. It's for better motion-detection, imo.

So i never used Move, but i thought the FPS aiming would be done with ball-detection with eye-toy camera. Right? I don't think that the gyros in the Move would work well for FPS-aiming, if you ask me.

If the ball-eye-toy-camera is the only tech used for aiming, i think it would be inferior for FPS-aiming to the Wii-IR pointer.



ninty_shareholder64 said:

I don't know if you understand what i meant. I can agree with most of what you said, but for Wii-FPS the IR sensor in the Remote is used for aiming, right? And Motionplus cannot really help, imo, for that issue. And It works perfectly well without, if the Remote is not used for some "waggle" while aiming, ok.

Sorry, but i think Motionplus was never thought to help for the IR sensor aiming. It's for better motion-detection, imo.

So i never used Move, but i thought the FPS aiming would be done with ball-detection with eye-toy camera. Right? I don't think that the gyros in the Move would work well for FPS-aiming, if you ask me.

If the ball-eye-toy-camera is the only tech used for aiming, i think it would be inferior for FPS-aiming to the Wii-IR pointer.

Maybe you don't understand how the gyro works. It provides orientational data which is translated into X,Y,Z space that includes the direction in which the remote is pointing. It doesn't matter if the remote is pointing at the camera. It doesn't even need the camera to determine which direction the remote is pointing.

That's how the remote (Move) can be turned around in your hand and be represented on screen as an object that will also turn around as a 1:1 motion.



darthdevidem01 said:

A positive review from you in general then!!

Still not buying one till Sorcery though.



i'll second that