mrstickball said:
HappySqurriel said:
ironman said:
HappySqurriel said:
ironman said: I firmly believe it will be sensitive enough to run a FPS, it's 3D, and looks to be fairly sensitive from what I've seen in just the E3 video. They obviously have some lag issues and other little glitches to work through, but with the help of the game devs. I have no doubt that they will pull it off. |
We can argue about sensitivity when it is closer to being a real product ... But how do you move (forward, backwards, strafe left, strafe right), crouch, jump, rotate camera (left, right, up, down), reload weapons, and switch weapons?
How do you know that the lag isn't inherant of needing multiple datapoints to identify motion and (therfore) always being several camera-frames behind the user's motion? How do you know they will be able to solve the glitch problems? How do you know that Milo wasn't entirely scripted, and you could tell him to "Go to hell" and he would gladly continue along his script?
You seem completely unwilling to consider any possiblity except that everything that was shown was entirely possible and will be better than you could possibly imagine ... Which is unrealistic and is setting yourself up for disapointment.
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You sir, completely misread everything I had posted her. You also fail to see the obviouise. You first question (how do you move forward, backwards, strafe left. etc.) has an obviouse answer, you actually perform those actions. you want to straft left, move left, you wanna jump, jump, you wanna turn around, twist your body. you wanna reload your weapon, act like you are reloading a gun, you wanna switch weapons, just say so!
The lag you speak on probably does need several data points, but as the software develops, they should find a way to more efficiantly pick those points, thus resulting in less lag. Also, the 3D feature helps reduce lag, since it is able to pick up more points. Also, nobody said MILO wasn't "scripted" he isn't in a sense, but as will all programs, he has his limitations. He "learns" from the person playing the game, and adapts to what he knows. Even if it's not your cup of tea, it's very impressive software.
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How can that actually work though ...
I've got a 2 meter by 2 meter playing area and I want to strafe along a 10 meter wall, run 20 meters forward while shooting at a person that is in a tower that is 40 Meters in the air. When I get to the tower I want to turn around the corner while maintaining an ability to see what is in front of me (what is on the screen) while I turn.
Your idea has me taking a couple of steps and running into a wall, running forward through my screen while pointing at the corner of my room pretending that there is a soldier up there, and then turning and looking at the other wall to see what is in front of me ...
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Well.....
You walk in place, strafing sideways (this works in real life, just like walking in real life). When you want to run forward and shoot the guy, you run forward, and aim your fake rifle (with the crosshairs) in the air, and pull the trigger....Suprisingly, you can do this without moving more than a few CM from your center, believe it or not. If you want to turn, then turn your body 45*, while continuing to look at the screen.
I mean, if EA Sports Active can have you do stuff like that and Wii Fit can (with the balance board), then you can do it with a camera that's mapped your legs.
On the other end, you could always use a 'tilt forward' aspect - to where your torso acts as the joypad movements of forward, back, and strafes, while your head acts as the right thumbstick.
It's feasable. You just have to understand how it works 
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