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Forums - Gaming - EA Says Sony's Motion Tech Is More Accessible Than Microsoft's

NJ5 said:
WereKitten said:

It's not very frequent because, due to this very technical limitation, Wii games have been designed to not mix IR pointing at the screen with big rotations of the Wiimote. Think in more general terms ( sword fighting, rotating objects etc) and those situations would crop up all the time.

As for how many errors would accumulate by relying on accelerometers, I can give you the benefit of the doubt... but the simple fact that Nintendo decided to add an IR camera to the Wii to track positioning suggests that it wasn't an acceptable solution.

There have already been two or three public demonstrations of sword fighting with WM+ - AiLive like a year ago, Nintendo with Wii Sports Resort, and Red Steel 2 has swordfighting as its main mechanic. They seem to work great.

Simulating the IR with accelerometers was not possible because you don't know which direction the remote is moving towards. In a recent video of Red Steel 2 they say they use WM+ when the IR is not seen. Of course the IR is by definition 100% accurate (as far as not accumulating error goes), I'm sure WM+ is not quite as accurate but still seems accurate enough for a lot of applications.

 

Again, everything is perfect in sword fighting where you control everything by the orientation of the sword only. When the positioning counts but you have same inclinations (various parrying stances?) that won't work.

I'm sure WM+ will work great with the games that have been designed around its limitations, that's almost circular reasoning. It still doesn't mean that it works well enough at everything that was demo-ed by Sony and MS.



"All you need in life is ignorance and confidence; then success is sure." - Mark Twain

"..." - Gordon Freeman

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SamuelRSmith said:
DirtyP2002 said:

I think Sony Motion-stuff is pretty much like Nintendo. It might be advanced, but it is not ground-breaking.

Natal IS groundbreaking. Log in just standing in front of the screen is pretty awesome. Voice recognition is insane.

 

Facial recognition can be done with any camera (as long as it's got a good enough definition to make out features), and voice recognition technology isn't exactly new.

Neither of those are ground breaking.

----

The fact of the matter is, neither Natal nor Sony's system is groundbreaking. I'm assuming that the Natal accessory is just an emitter that calculates a 3D environment from detecting how long it takes for the wave to bounce back (like bats.... and Daredevil). Sony's system is just a high-res camera that calculates changes in pixels on each frame, coupled with a higher precision six-axis in a dildo-shaped casing.

Sony could achieve 3D-world tracking through just using their camera to detect when objects get smaller or larger: the smaller they are, the further away from the screen they are.

What I'm basically saying is that neither of the solutions' hardware is groundbreaking, but where credit should really go to is the software engineers who not only are able to turn the 0s and 1s received from these devices into a rendered 3D world but are also able to do it in a way that other developers can implement the technologies easily into their projects.

 

but none of the technology in any of the consoles is by any means "ground breaking" , I think the vast majority of such technology is out of the reach of the general consumer. What I think is important is how the three are able to implement the motion control technologies on their platform , discussing how technicaly advanced one is against another isn't really worthwhile , the consumer cares about thr application  of technology not the technology itself.




Bladeforce said:
WereKitten said:
JEDE3 said:
People don't like add ons. I point you in the direction of Sega.

But Wii's balance board sales say otherwise, if there's the right software to sell them.


But the Wii balance board is aimed at a market that was previously untapped again using the wii as a disruption and again you don't understand

Sorry, I don't speak buzz :) Seriously, what is that supposed to mean, deep down?

The potential market for buyers of exercising tools is still largely untapped. And what would "using the wii as a disruption" mean? The Wii is not even important for many (most?) buyers of the WiiFit+balanceboard package.



"All you need in life is ignorance and confidence; then success is sure." - Mark Twain

"..." - Gordon Freeman

WereKitten said:
NJ5 said:
WereKitten said:

It's not very frequent because, due to this very technical limitation, Wii games have been designed to not mix IR pointing at the screen with big rotations of the Wiimote. Think in more general terms ( sword fighting, rotating objects etc) and those situations would crop up all the time.

As for how many errors would accumulate by relying on accelerometers, I can give you the benefit of the doubt... but the simple fact that Nintendo decided to add an IR camera to the Wii to track positioning suggests that it wasn't an acceptable solution.

There have already been two or three public demonstrations of sword fighting with WM+ - AiLive like a year ago, Nintendo with Wii Sports Resort, and Red Steel 2 has swordfighting as its main mechanic. They seem to work great.

Simulating the IR with accelerometers was not possible because you don't know which direction the remote is moving towards. In a recent video of Red Steel 2 they say they use WM+ when the IR is not seen. Of course the IR is by definition 100% accurate (as far as not accumulating error goes), I'm sure WM+ is not quite as accurate but still seems accurate enough for a lot of applications.

 

Again, everything is perfect in sword fighting where you control everything by the orientation of the sword only. When the positioning counts but you have same inclinations (various parrying stances?) that won't work.

I'm sure WM+ will work great with the games that have been designed around its limitations, that's almost circular reasoning. It still doesn't mean that it works well enough at everything that was demo-ed by Sony and MS.

You seem very willing to inflate any (potential) limitations with the Wii without ever considering that either Sony or Microsoft's technology may be as (or even more) limited as the Wiimote currently is ...

It wasn't until the Wii was on the market until most people saw the flaws with the controller, and as Nintendo developed their second/third "generation" of Wii games they designed and implemented a solution to the problems they found with the Wiimote. Nintendo may have already discovered the problems with the Wii MotionPlus, and be working on (finished) a solution to those problems before Sony and Microsoft release their first product; which (as I said before) could be similarly limited as the Wiimote was.

 



WereKitten said:

Again, everything is perfect in sword fighting where you control everything by the orientation of the sword only. When the positioning counts but you have same inclinations (various parrying stances?) that won't work.

I'm sure WM+ will work great with the games that have been designed around its limitations, that's almost circular reasoning. It still doesn't mean that it works well enough at everything that was demo-ed by Sony and MS.

I suppose you haven't watched this video. It has a few parts where he controls the height of a sword when the Wii Remote is not pointing forward.

This was done a year ago:

This debate would be much easier if you had actually seen what Wii MotionPlus is capable of.

 



My Mario Kart Wii friend code: 2707-1866-0957

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NJ5 said:

I suppose you haven't watched this video. It has a few parts where he controls the height of a sword when the Wii Remote is not pointing forward:

 

This debate would be much easier if you had actually seen what Wii MotionPlus is capable of.

 

Not only I have seen it, I have also commented about it in another thread yet. They are calculating the position from angles and accelerations by using biometric data about arm length etc. with respect to a fixed virtual shoulder. Keep your wrist angled with your forearm and that model won't work anymore.

@MrHappySquirrel:

I'm not inflating anything. I worked with interfaces that used Wiimotes and the guys who implemented the software, and I routinely read technical blogs from guys who hack them. Some of the technical limitations are very real, and can't be fixed in any generation of games unless the hardware is changed.

All this conversation started because I said that using an external camera allows you more than the very restricted field-of-view of the camera in the Wiimotes, thus allowing continuous absolute position tracking. I can't see how that is debatable.

All the nice tricks that can be used to replace this tracking in several conditions will allow very good things to be done with the Wiimote and WM+. But it won't be able to do nearly as well with inputs involving precise translation tracking, compounded with big rotations.



"All you need in life is ignorance and confidence; then success is sure." - Mark Twain

"..." - Gordon Freeman

Even when dealing with the casual market, the latest and most expensive/complicated technology doesn't sell as well as the least complicated tech.


It is strange...I am reading this thread and I feel like this isn't a video game thread, but a tech. thread, praising or denouncing certain technologies...makes you wonder what people here really care for, the technology or the video games you can use the technology for...



Explanation of sig:

I am a Pakistani.....my name is Dan....how hard is that? (Don't ask about the 101...apparantely there are more of me out there....)

WereKitten said:
NJ5 said:

I suppose you haven't watched this video. It has a few parts where he controls the height of a sword when the Wii Remote is not pointing forward:

 

This debate would be much easier if you had actually seen what Wii MotionPlus is capable of.

 

Not only I have seen it, I have also commented about it in another thread yet. They are calculating the position from angles and accelerations by using biometric data about arm length etc. with respect to a fixed virtual shoulder. Keep your wrist angled with your forearm and that model won't work anymore.

@MrHappySquirrel:

I'm not inflating anything. I worked with interfaces that used Wiimotes and the guys who implemented the software, and I routinely read technical blogs from guys who hack them. Some of the technical limitations are very real, and can't be fixed in any generation of games unless the hardware is changed.

All this conversation started because I said that using an external camera allows you more than the very restricted field-of-view of the camera in the Wiimotes, thus allowing continuous absolute position tracking. I can't see how that is debatable.

All the nice tricks that can be used to replace this tracking in several conditions will allow very good things to be done with the Wiimote and WM+. But it won't be able to do nearly as well with inputs involving precise translation tracking, compounded with big rotations.

This debate is going nowhere. You say one thing, I contradict it and then you come back with an updated argument without giving any source for it.

Are there really blogs with WM+ hacks already, being that the hardware isn't out yet?

 



My Mario Kart Wii friend code: 2707-1866-0957

WereKitten said:
NJ5 said:

I suppose you haven't watched this video. It has a few parts where he controls the height of a sword when the Wii Remote is not pointing forward:

 

This debate would be much easier if you had actually seen what Wii MotionPlus is capable of.

 

Not only I have seen it, I have also commented about it in another thread yet. They are calculating the position from angles and accelerations by using biometric data about arm length etc. with respect to a fixed virtual shoulder. Keep your wrist angled with your forearm and that model won't work anymore.

@MrHappySquirrel:

I'm not inflating anything. I worked with interfaces that used Wiimotes and the guys who implemented the software, and I routinely read technical blogs from guys who hack them. Some of the technical limitations are very real, and can't be fixed in any generation of games unless the hardware is changed.

All this conversation started because I said that using an external camera allows you more than the very restricted field-of-view of the camera in the Wiimotes, thus allowing continuous absolute position tracking. I can't see how that is debatable.

All the nice tricks that can be used to replace this tracking in several conditions will allow very good things to be done with the Wiimote and WM+. But it won't be able to do nearly as well with inputs involving precise translation tracking, compounded with big rotations.

You're still missing the larger point of my comment ...

The video Nintendo showed when they announced the Wii, and the demo software that we saw with the Wii initially, is very similar to what we have seen for the HD console manufacturers. It is both specifically designed to make people imagine/see the strengths of the system with no consideration to its weaknesses or limitations, and most problems are immediately discounted under the assumption that it will be fixed by the time they release the system. It is very likely that there are large limitations with Sony and Microsoft's systems which haven't been realized yet because few people have had an opportunity to explore the device.

We know about the problems with the Wiimote because it is a physical product that you can buy today, and we know that many of the worst problems are solved by MotionPlus. Just because we haven't experienced enough of Sony/Microsoft's systems to list off their problems doesn't mean they don't exist.



All this talk of black and purple dildos means there is only one question to ask: will either of them come out with vibration (rumble) support?



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