this is good for games
now Reach like games should be possible even with kinect using the CPU
devs really need to build some good games with it
this is good for games
now Reach like games should be possible even with kinect using the CPU
devs really need to build some good games with it
hm.... hello?
err..okay, my post posted as a blank. anyhoo, ...
i'd wager that the amount of processing needed will depend on the game; tracking one player or two, tracking just the head or the entire body, ect. either way 5-9% is a decent chuck of space especially if you want a really big or detailed game.
for reference, do we have any solid numbers on the amount of processing that move uses?
That's reassuring news indeed.
I sure hope we'll get some nice so-called "hardcore" surprises at the next E3.
Because right now, this peripheral isn't really interesting for me as far as games for it are concerned. I'm surely not going to spend 150 bucks on a web cam that allows voice recognition interface and motion menu browsing. I need something that really makes it shine. Something unique gameplay-wise that makes it truly stand out compared to the competition. And of course, something that isn't just the same formula the other 2 big guns have already offered. Which is certainly not in sight right now with what is to me a very lackluster launch line-up.
I like the tech, it does show a lot of potential, but in its apparent current state, it's just not compelling to me.
| kitler53 said: hm.... hello? err..okay, my post posted as a blank. anyhoo, ... i'd wager that the amount of processing needed will depend on the game; tracking one player or two, tracking just the head or the entire body, ect. either way 5-9% is a decent chuck of space especially if you want a really big or detailed game. for reference, do we have any solid numbers on the amount of processing that move uses? |
This makes the most sense to me. I would hope this is referencing the minimum needed for any interaction rather than a cold hard maximum. That way a game that the finer details being very important are covered while not taking much out of the games that have it more as a lolwaggle mechanic which is still sometimes fun.
I disagree that this is a huge chunk though. Processing power has kind of hit a logistical maximum with games. Look at Civ 5, Starcraft 2, Left 4 Dead 2, or hell even Crysis. Dual core 2.4 Ghz processors cover pretty much everything, and last I heard the 360 had that and more. So long as the ram isn't drained I don't think there will be any difference at all graphically.
| Solid_Snake4RD said: this is good for games
now Reach like games should be possible even with kinect using the CPU |
I seriously doubt we'll be seeing Halo type FPS games that are kinect compatible. The controls would have to be dumbed down considerably for starters, without even beginning to address how to control player movement. Do you run/walk in place or continually point one arm to indicate the direction you want your character to move?
For a shooter you either need a prop, or Kinect has to recognize phantom trigger squeezes or worse, use proxy motions to indicate "shooting." Proxies like moving your foot forward to step on the accelerator, and moving your foot backwards to brake which are not the same as stepping on an accelerator with slight movements of the foot by the centimeter and moving your foot a few inches to the left to step on the brake, again measuring braking force by slight movements of the foot or even rapid pulses if driving a non ABS equipped car.
A lot of conventional game genres simply won't work with controllerless control schemes. The real task with Kinect is coming up with new or different genres that require all the things Kinect implements rather than trying to force a control system that essentially swaps proxy gestures for button presses and joystick movements.
greenmedic88 said:
I seriously doubt we'll be seeing Halo type FPS games that are kinect compatible. The controls would have to be dumbed down considerably for starters, without even beginning to address how to control player movement. Do you run/walk in place or continually point one arm to indicate the direction you want your character to move? For a shooter you either need a prop, or Kinect has to recognize phantom trigger squeezes or worse, use proxy motions to indicate "shooting." Proxies like moving your foot forward to step on the accelerator, and moving your foot backwards to brake which are not the same as stepping on an accelerator with slight movements of the foot by the centimeter and moving your foot a few inches to the left to step on the brake, again measuring braking force by slight movements of the foot or even rapid pulses if driving a non ABS equipped car. A lot of conventional game genres simply won't work with controllerless control schemes. The real task with Kinect is coming up with new or different genres that require all the things Kinect implements rather than trying to force a control system that essentially swaps proxy gestures for button presses and joystick movements. |
I MEANT THE QUALITY OF OF REACH LIKE game not HALO itself
| kitler53 said: hm.... hello? err..okay, my post posted as a blank. anyhoo, ... i'd wager that the amount of processing needed will depend on the game; tracking one player or two, tracking just the head or the entire body, ect. either way 5-9% is a decent chuck of space especially if you want a really big or detailed game. for reference, do we have any solid numbers on the amount of processing that move uses? |
10% is kinda a lot... lol
anyways for move: they said it takes one fraction of one spu (the ps3 has six spu's), and for reference, they said that most games never come close to using all six spu's. it also takes 2 mb of ram to run move, 0.004%
cory.ok said:
10% is kinda a lot... lol anyways for move: they said it takes one fraction of one spu (the ps3 has six spu's), and for reference, they said that most games never come close to using all six spu's. it also takes 2 mb of ram to run move, 0.004% |
It has 8 spus...
Money can't buy happiness. Just video games, which make me happy.
| kowenicki said: http://www.t3.com/news/kinect-uses-less-than-10-per-cent-of-xbox-360s-processor?=50559 Kinect uses less than 10 per cent of Xbox 360's processorThat’s good news for graphically intensive games, as it means things should still be able to run smoothly no matter how much you wave about in front of the camera. |
Sorry but the interesting number would be how much of the GPU is tied up (you do know that it's the GPU's shaders that do all the image processing, don't you? If there will be something like HaloKinect, it will probably run with significantly lower resolution).
Baalzamon said:
It has 8 spus... |
" Yoshida: When we were developing Move, we really wanted it to be the second standard controller for PlayStation 3. One requirement we had for ourselves and the hardware guys was that Move shouldn’t take many resources from the hardware — CPU or memory usage. The Move team asked our studio members how much memory and CPU we were willing to give them, and the team said, zero memory and zero CPU. You might know that Move uses a fraction of one SPU out of the six SPUs (on the Cell processor) that games can use. Even with four Move controllers at the same time, the use will never exceed one SPU. Most games on the PlayStation 3 have never used all the SPUs. "