selnor said:
HappySqurriel said:
selnor said:
Have you seen nothing of Natal?????
It can pick up a movement as intricate as pinching. I can sit on the sofa with my wii and beat almost anyone at bowling barely moving 4 inches with my wrist. Natal will be able to track weight of swing, your standing alignement is done by where your feet are actually standing and again the spinning on wii is done in a time window preset. Go read some reviews of playthroughs with Natal from IGN or Eurogamer. These guys will tell you it's intracasies. It's fine if you want to stay with wii. But it's not actually motion control. It's still a command thats been input by the dev.
Motion control is NO animation done by the devs no preset coding for controls. ANIMATION is fully done by you, and a punch for instance is exactly replicate at the height and length and force of your arm. Whereas this is not possible on Wii, it has to be preset.
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I think you missed the point ...
In order to detect motion accurately without a lot of false-positives or false-negatives (and without noise) you need multiple data-points to generate a trend from. If the NATAL runs at 30fps how sensitive can it be for detecting subtile motions? It will (potentially) work really well if you're trying to translate an absolute position to the screen, but motion will not work as well as the Wii; and in particular the Wii MotionPlus.
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They said it runs 60 fps. And I think you should read Eurogamers hands on or any other hands on for that matter. motion control with this works nigh on perfect. Oh and Wii is not full body motion control. In fact it's pre set movements. Character animations are preset etc. Certainly for everything except the hand and wrist.
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I see where the misunderstanding came from, then: 60 samples/ second, so, for Shannon-Nyquist, 30Hz maximum frequency detectable.
If the camera is interlaced, things worsen, though. I worked on a project about optical flow for an exam, and interlaced cameras forced to choose amongst several trade-offs, but all involving halved vertical space resolution (the other choices depended on computational power and memory for framebuffers available, scarce when the original project started, so on older machines maximum frequency was halved too). These trade-offs come from Nyquist-Shannon too, so also technologies not using optical flow are affected.
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