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

Porcupine_I said:
greenmedic88 said:
Porcupine_I said:
MaxwellGT2000 said:

...

Pointer controls, this is by far my biggest complaint, this is from the perspective of someone who has used the Wiis pointer for years and that pointer is so intuitive and just really tight so going to this is like night and day.  On Move it's based on the gyroscope inside the controller, with Tumble in particular you have to turn your wrist/controller 90 degrees left or right to point at the edges of the screen, making a full 180 degrees of range, on Sports Champions its less but still way too wide of range and could be tightened up so much.  One particular issue when the controller did get off center after a LOT of motion the pointer was also off with it because it is gyro based.

...

i don't understand this part.

i have tumble and the controls are obviously not gyroscope based, and i don't have to turn the controller 90 degrees when i want to pint at the edges of the screen when i'm in the selection mode, and when i'm in the game mode the controller is INSIDE the screen and moves exactly 1:1 on how i am moving it in my hand.

would you please clarify?

Move uses several different techniques for tracking motion as well as position. It's up to the developer to decide how they want to implement everything together, or which methods to use.

For The Shoot, the light ball and camera are only used to keep the reticle calibrated. You can actually shoot with a fair amount of accuracy with the remote behind your back with the ball resting against it, completely hidden from the camera. It will get off center over time if you keep aiming the remote in an extreme angle off screen, but if you keep it pointed at the screen you could probably play through an entire level behind your back (I played about a half a level this way and finished with 87% accuracy with most misses due to the fact that I was aiming with both hands behind my back).

Tumble actually requires the use of the ball as it depends upon motion in the Z axis to "reach into the screen". You have to move towards the screen and back to move pieces in 3D space. The game is probably the best example of how the Move ball is used to determine depth (measurements being based upon the relative diameter of the ball as the camera sees it: closer = larger diameter, farther = smaller diameter). As soon as the ball is not visible to the camera, the "laser pointer" disappears as this is how this particular game tracks player movement/aiming.

In Sports Champions, one can still manipulate the game selection screen (which is aim based in 2D; no depth/Z axis) even if you are standing at an extreme angle off to the side, well outside of the lens angle range of the camera, or with the light ball or camera completely obscured. Once you play a game that requires use of the Z axis like frisbee (which uses player's forward motion to provide data on each throw), the ball must be in view of the camera.

Anyone that has a legitimate interest in seeing and understanding how the Move works can do similar such experiments with the various demos available. You'll see how each game works a little differently due to the wide range of motion based options and tracking systems Move was designed with. It's a very versatile system.

thank you for your effort, but i believe you missed my point.

 

i know how the move works, but i don't understand how Maxwell could state that Tumbles pointing is based on the gyroscope, when it obviously is not in the way he describes.


Have you tried using it in the menus?  Hold the controller perfectly straight but move it left to right, nothing will happen on screen till you tilt the controller.  For the game itself you center it pick up blocks which it uses the light ball to help triangulate position but the laser your on screen controller shoots out is all gyro based, and it still takes that unneeded twist to point at the edges. 

It doesn't do this for games like Sports Champions so its not the controller, its the game itself, and both me and my friend had the same experience both at his house and mine.



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

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Porcupine_I said:

thank you for your effort, but i believe you missed my point.

 

i know how the move works, but i don't understand how Maxwell could state that Tumbles pointing is based on the gyroscope, when it obviously is not in the way he describes.

Tumble seems a lot more dependent upon the ball for tracking movement and controller orientation, which is not to say that it isn't supplemented by the gyro (Tumble appears to use the gyro for angular movement). My guess is the sphere tracking is the primary method being used for that particular game.

You can tell because you have to move the controller considerably more than with games that simply require the player to point and aim, which can be done from a single fixed point (like the Shoot). Games that are entirely gyro dependent should be playable from a fixed position without having to move the controller (and ball) left/right, up/down, forward/back.

It also shows some of the limitations of ball tracking too. A larger room helps as it goes "out of range" if the ball is too close to the camera (signified by the controller falling to the floor). If you move the controller outside of the camera angle, the same thing happens. It's similar to the problem the Wii has with tracking in 2D using its IR based system, which is pretty limited in angle.



MaxwellGT2000 said:


Have you tried using it in the menus?  Hold the controller perfectly straight but move it left to right, nothing will happen on screen till you tilt the controller.  For the game itself you center it pick up blocks which it uses the light ball to help triangulate position but the laser your on screen controller shoots out is all gyro based, and it still takes that unneeded twist to point at the edges. 

It doesn't do this for games like Sports Champions so its not the controller, its the game itself, and both me and my friend had the same experience both at his house and mine.

Virtually all menus are 2D based. They only need track in the X,Y axis so the ball isn't even needed. So yes, these can be done 100% using the gyro.

Based on what I can tell, I believe you're also right about the "aiming laser" which can be aimed from a single fixed point by simply changing the angle at which the controller is pointing (with the ball as the pivot point, remaining at a fixed position and therefore incapable of providing any "movement" data). 

From my experience, Tumble is one of the wonkiest games for Move, but it is also one of the only games to make such extensive use of ball tracking, particularly for Z axis movement.

I think part of the confusion seems to be that a lot of people instinctively think the ball is doing the aiming as if it were firing a beam of light at the screen/camera when the aiming is typically done entirely with the gyro.



MaxwellGT2000 said:
Porcupine_I said:
greenmedic88 said:
Porcupine_I said:
MaxwellGT2000 said:

...

Pointer controls, this is by far my biggest complaint, this is from the perspective of someone who has used the Wiis pointer for years and that pointer is so intuitive and just really tight so going to this is like night and day.  On Move it's based on the gyroscope inside the controller, with Tumble in particular you have to turn your wrist/controller 90 degrees left or right to point at the edges of the screen, making a full 180 degrees of range, on Sports Champions its less but still way too wide of range and could be tightened up so much.  One particular issue when the controller did get off center after a LOT of motion the pointer was also off with it because it is gyro based.

...

i don't understand this part.

i have tumble and the controls are obviously not gyroscope based, and i don't have to turn the controller 90 degrees when i want to pint at the edges of the screen when i'm in the selection mode, and when i'm in the game mode the controller is INSIDE the screen and moves exactly 1:1 on how i am moving it in my hand.

would you please clarify?

Move uses several different techniques for tracking motion as well as position. It's up to the developer to decide how they want to implement everything together, or which methods to use.

For The Shoot, the light ball and camera are only used to keep the reticle calibrated. You can actually shoot with a fair amount of accuracy with the remote behind your back with the ball resting against it, completely hidden from the camera. It will get off center over time if you keep aiming the remote in an extreme angle off screen, but if you keep it pointed at the screen you could probably play through an entire level behind your back (I played about a half a level this way and finished with 87% accuracy with most misses due to the fact that I was aiming with both hands behind my back).

Tumble actually requires the use of the ball as it depends upon motion in the Z axis to "reach into the screen". You have to move towards the screen and back to move pieces in 3D space. The game is probably the best example of how the Move ball is used to determine depth (measurements being based upon the relative diameter of the ball as the camera sees it: closer = larger diameter, farther = smaller diameter). As soon as the ball is not visible to the camera, the "laser pointer" disappears as this is how this particular game tracks player movement/aiming.

In Sports Champions, one can still manipulate the game selection screen (which is aim based in 2D; no depth/Z axis) even if you are standing at an extreme angle off to the side, well outside of the lens angle range of the camera, or with the light ball or camera completely obscured. Once you play a game that requires use of the Z axis like frisbee (which uses player's forward motion to provide data on each throw), the ball must be in view of the camera.

Anyone that has a legitimate interest in seeing and understanding how the Move works can do similar such experiments with the various demos available. You'll see how each game works a little differently due to the wide range of motion based options and tracking systems Move was designed with. It's a very versatile system.

thank you for your effort, but i believe you missed my point.

 

i know how the move works, but i don't understand how Maxwell could state that Tumbles pointing is based on the gyroscope, when it obviously is not in the way he describes.


Have you tried using it in the menus?  Hold the controller perfectly straight but move it left to right, nothing will happen on screen till you tilt the controller.  For the game itself you center it pick up blocks which it uses the light ball to help triangulate position but the laser your on screen controller shoots out is all gyro based, and it still takes that unneeded twist to point at the edges.

It doesn't do this for games like Sports Champions so its not the controller, its the game itself, and both me and my friend had the same experience both at his house and mine.

i just tried that, and it works fine for me. i just would never even got the idea to navigate like that, i find that extremely awkward.

the thing is i understand now what you mean. but i still don't understand your criticism.

That is what the game is all about, the virtual controller mimicking every move on the screen. not only does it showcase the moves potential it also feels completely natural to me. i don't see how else they should have done it.

 



“It appeared that there had even been demonstrations to thank Big Brother for raising the chocolate ration to twenty grams a week. And only yesterday, he reflected, it had been announced that the ration was to be reduced to twenty grams a week. Was it possible that they could swallow that, after only twenty-four hours? Yes, they swallowed it.”

- George Orwell, ‘1984’

Porcupine_I said:
MaxwellGT2000 said:
Porcupine_I said:
greenmedic88 said:
Porcupine_I said:
MaxwellGT2000 said:

...

Pointer controls, this is by far my biggest complaint, this is from the perspective of someone who has used the Wiis pointer for years and that pointer is so intuitive and just really tight so going to this is like night and day.  On Move it's based on the gyroscope inside the controller, with Tumble in particular you have to turn your wrist/controller 90 degrees left or right to point at the edges of the screen, making a full 180 degrees of range, on Sports Champions its less but still way too wide of range and could be tightened up so much.  One particular issue when the controller did get off center after a LOT of motion the pointer was also off with it because it is gyro based.

...

i don't understand this part.

i have tumble and the controls are obviously not gyroscope based, and i don't have to turn the controller 90 degrees when i want to pint at the edges of the screen when i'm in the selection mode, and when i'm in the game mode the controller is INSIDE the screen and moves exactly 1:1 on how i am moving it in my hand.

would you please clarify?

Move uses several different techniques for tracking motion as well as position. It's up to the developer to decide how they want to implement everything together, or which methods to use.

For The Shoot, the light ball and camera are only used to keep the reticle calibrated. You can actually shoot with a fair amount of accuracy with the remote behind your back with the ball resting against it, completely hidden from the camera. It will get off center over time if you keep aiming the remote in an extreme angle off screen, but if you keep it pointed at the screen you could probably play through an entire level behind your back (I played about a half a level this way and finished with 87% accuracy with most misses due to the fact that I was aiming with both hands behind my back).

Tumble actually requires the use of the ball as it depends upon motion in the Z axis to "reach into the screen". You have to move towards the screen and back to move pieces in 3D space. The game is probably the best example of how the Move ball is used to determine depth (measurements being based upon the relative diameter of the ball as the camera sees it: closer = larger diameter, farther = smaller diameter). As soon as the ball is not visible to the camera, the "laser pointer" disappears as this is how this particular game tracks player movement/aiming.

In Sports Champions, one can still manipulate the game selection screen (which is aim based in 2D; no depth/Z axis) even if you are standing at an extreme angle off to the side, well outside of the lens angle range of the camera, or with the light ball or camera completely obscured. Once you play a game that requires use of the Z axis like frisbee (which uses player's forward motion to provide data on each throw), the ball must be in view of the camera.

Anyone that has a legitimate interest in seeing and understanding how the Move works can do similar such experiments with the various demos available. You'll see how each game works a little differently due to the wide range of motion based options and tracking systems Move was designed with. It's a very versatile system.

thank you for your effort, but i believe you missed my point.

 

i know how the move works, but i don't understand how Maxwell could state that Tumbles pointing is based on the gyroscope, when it obviously is not in the way he describes.


Have you tried using it in the menus?  Hold the controller perfectly straight but move it left to right, nothing will happen on screen till you tilt the controller.  For the game itself you center it pick up blocks which it uses the light ball to help triangulate position but the laser your on screen controller shoots out is all gyro based, and it still takes that unneeded twist to point at the edges.

It doesn't do this for games like Sports Champions so its not the controller, its the game itself, and both me and my friend had the same experience both at his house and mine.

i just tried that, and it works fine for me. i just would never even got the idea to navigate like that, i find that extremely awkward.

the thing is i understand now what you mean. but i still don't understand your criticism.

That is what the game is all about, the virtual controller mimicking every move on the screen. not only does it showcase the moves potential it also feels completely natural to me. i don't see how else they should have done it.

 


I changed that with the comments after OkeyD, cause Tumble was my first Move game and the first game I tried all the details of the pointer, at first I thought that was how it was for all games but I tried it with Sports Champions after Okeys comments and changed my opinion to be reserved since it's all software based (at first I thought that's simply how the pointer worked), the lack of a standard bothers me but Sports Champions is fine so hopefully KZ3 turns out fine as well, which I was REALLY irritated about the pointer for FPS games was my whole reason for buying Move and Tumble made me believe it might be a waste.



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

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MaxwellGT2000 said:
Porcupine_I said:
MaxwellGT2000 said:
Porcupine_I said:
greenmedic88 said:
Porcupine_I said:
MaxwellGT2000 said:

...

Pointer controls, this is by far my biggest complaint, this is from the perspective of someone who has used the Wiis pointer for years and that pointer is so intuitive and just really tight so going to this is like night and day.  On Move it's based on the gyroscope inside the controller, with Tumble in particular you have to turn your wrist/controller 90 degrees left or right to point at the edges of the screen, making a full 180 degrees of range, on Sports Champions its less but still way too wide of range and could be tightened up so much.  One particular issue when the controller did get off center after a LOT of motion the pointer was also off with it because it is gyro based.

...

i don't understand this part.

i have tumble and the controls are obviously not gyroscope based, and i don't have to turn the controller 90 degrees when i want to pint at the edges of the screen when i'm in the selection mode, and when i'm in the game mode the controller is INSIDE the screen and moves exactly 1:1 on how i am moving it in my hand.

would you please clarify?

Move uses several different techniques for tracking motion as well as position. It's up to the developer to decide how they want to implement everything together, or which methods to use.

For The Shoot, the light ball and camera are only used to keep the reticle calibrated. You can actually shoot with a fair amount of accuracy with the remote behind your back with the ball resting against it, completely hidden from the camera. It will get off center over time if you keep aiming the remote in an extreme angle off screen, but if you keep it pointed at the screen you could probably play through an entire level behind your back (I played about a half a level this way and finished with 87% accuracy with most misses due to the fact that I was aiming with both hands behind my back).

Tumble actually requires the use of the ball as it depends upon motion in the Z axis to "reach into the screen". You have to move towards the screen and back to move pieces in 3D space. The game is probably the best example of how the Move ball is used to determine depth (measurements being based upon the relative diameter of the ball as the camera sees it: closer = larger diameter, farther = smaller diameter). As soon as the ball is not visible to the camera, the "laser pointer" disappears as this is how this particular game tracks player movement/aiming.

In Sports Champions, one can still manipulate the game selection screen (which is aim based in 2D; no depth/Z axis) even if you are standing at an extreme angle off to the side, well outside of the lens angle range of the camera, or with the light ball or camera completely obscured. Once you play a game that requires use of the Z axis like frisbee (which uses player's forward motion to provide data on each throw), the ball must be in view of the camera.

Anyone that has a legitimate interest in seeing and understanding how the Move works can do similar such experiments with the various demos available. You'll see how each game works a little differently due to the wide range of motion based options and tracking systems Move was designed with. It's a very versatile system.

thank you for your effort, but i believe you missed my point.

 

i know how the move works, but i don't understand how Maxwell could state that Tumbles pointing is based on the gyroscope, when it obviously is not in the way he describes.


Have you tried using it in the menus?  Hold the controller perfectly straight but move it left to right, nothing will happen on screen till you tilt the controller.  For the game itself you center it pick up blocks which it uses the light ball to help triangulate position but the laser your on screen controller shoots out is all gyro based, and it still takes that unneeded twist to point at the edges.

It doesn't do this for games like Sports Champions so its not the controller, its the game itself, and both me and my friend had the same experience both at his house and mine.

i just tried that, and it works fine for me. i just would never even got the idea to navigate like that, i find that extremely awkward.

the thing is i understand now what you mean. but i still don't understand your criticism.

That is what the game is all about, the virtual controller mimicking every move on the screen. not only does it showcase the moves potential it also feels completely natural to me. i don't see how else they should have done it.

 


I changed that with the comments after OkeyD, cause Tumble was my first Move game and the first game I tried all the details of the pointer, at first I thought that was how it was for all games but I tried it with Sports Champions after Okeys comments and changed my opinion to be reserved since it's all software based (at first I thought that's simply how the pointer worked), the lack of a standard bothers me but Sports Champions is fine so hopefully KZ3 turns out fine as well, which I was REALLY irritated about the pointer for FPS games was my whole reason for buying Move and Tumble made me believe it might be a waste.


you should visit the iWaggle blog on youtube in future it has all kind of information on how move works, this will help you to get a better idea of what is going on, to me it actually sounds like you are slightly confused, as tumble definately tracks the sphere when you are in game, menus are not important, but however menu interactivity works just fine with move, also play on eyepet as well it actually illuminates exactly where your sphere is and all objects line up perfectly with the way you have the move, if you cover up the sphere it does not know where to place the object as well so it will be out of position.



it's the future of handheld

PS VITA = LIFE

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

jneul said:
MaxwellGT2000 said:


I changed that with the comments after OkeyD, cause Tumble was my first Move game and the first game I tried all the details of the pointer, at first I thought that was how it was for all games but I tried it with Sports Champions after Okeys comments and changed my opinion to be reserved since it's all software based (at first I thought that's simply how the pointer worked), the lack of a standard bothers me but Sports Champions is fine so hopefully KZ3 turns out fine asell, which I was REALLY irritated about the pointer for FPS games was my whole reason for buying Move and Tumble made me believe it might be a waste.


you should visit the iWaggle blog on youtube in future it has all kind of information on how move works, this will help you to get a better idea of what is going on, to me it actually sounds like you are slightly confused, as tumble definately tracks the sphere when you are in game, menus are not important, but however menu interactivity works just fine with move, also play on eyepet as well it actually illuminates exactly where your sphere is and all objects line up perfectly with the way you have the move, if you cover up the sphere it does not know where to place the object as well so it will be out of position.


No I'm not lol it tracks the ball to triangulate the position of the controller in a 3D space (see greenmedics post) not control the pointer it works in conjunction within the game cause it uses the ball to know where the controller is and the gyro to know which direction to point... IE the POINTER I dislike the gyro being used as a pointer and I'm not confused at all as to how that works, the menu simply uses the gyro, while Sports Champions' menu does not nor does it in game when you need to use a pointer... I know perfectly well what I'm talking about thanks



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

MaxwellGT2000 said:
jneul said:
MaxwellGT2000 said:
 


I changed that with the comments after OkeyD, cause Tumble was my first Move game and the first game I tried all the details of the pointer, at first I thought that was how it was for all games but I tried it with Sports Champions after Okeys comments and changed my opinion to be reserved since it's all software based (at first I thought that's simply how the pointer worked), the lack of a standard bothers me but Sports Champions is fine so hopefully KZ3 turns out fine asell, which I was REALLY irritated about the pointer for FPS games was my whole reason for buying Move and Tumble made me believe it might be a waste.


you should visit the iWaggle blog on youtube in future it has all kind of information on how move works, this will help you to get a better idea of what is going on, to me it actually sounds like you are slightly confused, as tumble definately tracks the sphere when you are in game, menus are not important, but however menu interactivity works just fine with move, also play on eyepet as well it actually illuminates exactly where your sphere is and all objects line up perfectly with the way you have the move, if you cover up the sphere it does not know where to place the object as well so it will be out of position.


No I'm not lol it tracks the ball to triangulate the position of the controller in a 3D space (see greenmedics post) not control the pointer it works in conjunction within the game cause it uses the ball to know where the controller is and the gyro to know which direction to point... IE the POINTER I dislike the gyro being used as a pointer and I'm not confused at all as to how that works, the menu simply uses the gyro, while Sports Champions' menu does not nor does it in game when you need to use a pointer... I know perfectly well what I'm talking about thanks

Well that's much better I will let you off Sports champions menu's are far superior you are right, but since you can still navigate easily in tumble using the method they adopted it's a non-issue



it's the future of handheld

PS VITA = LIFE

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

Any concerns about using Move as an aiming device should be answered by playing The Shoot (play the demo. the game really isn't worth $40) and the upcoming Time Crisis.

Even for an adequate title like The Shoot, I didn't have any issues with "lag" or calibration and light gun games are actually an old favorite genre of mine; I've played a lot of them over the years.

The last version of the Gun Con (3) used the same IR based aiming as the Wii, complete with IR LEDs that were positioned on the TV. If the Move based version is the same, I don't see what the complaints could be. I'll wait until Time Crisis fans chip in their 2 cents, but if there are no complaints about the aiming being "laggy" or prone to losing calibration, then I'd have to call concerns completely unwarranted over the hardware.

Any potential issues would lie completely with how developers coded their aiming system.



greenmedic88 said:

Any concerns about using Move as an aiming device should be answered by playing The Shoot (play the demo. the game really isn't worth $40) and the upcoming Time Crisis.

Even for an adequate title like The Shoot, I didn't have any issues with "lag" or calibration and light gun games are actually an old favorite genre of mine; I've played a lot of them over the years.

The last version of the Gun Con (3) used the same IR based aiming as the Wii, complete with IR LEDs that were positioned on the TV. If the Move based version is the same, I don't see what the complaints could be. I'll wait until Time Crisis fans chip in their 2 cents, but if there are no complaints about the aiming being "laggy" or prone to losing calibration, then I'd have to call concerns completely unwarranted over the hardware.

Any potential issues would lie completely with how developers coded their aiming system.

apparantly from previews time crisis is really good with next to no lag lol, but it's like you say we shall all have to see for ourselves



it's the future of handheld

PS VITA = LIFE

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