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Member
(04-27-2009, 08:18 PM)
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Is Sixaxis more accurate than Wiimote?
#1
Not trying to incite a flamewar, a friend asked this over the weekend and I really didn't know. Barring Motion+, is the Sixaxis more capable of tracking accurate motion movements than the accelerometers in the Wiimote?
Probably not enough pure Sixaxis gaming to gauge(motorstorm vs. Mario Kart?), but someone might know the technical specifics. Again, just sort of a curiosity. |
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Member
(04-27-2009, 08:21 PM)
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#3
I seriously doubt it, but I don't want to take a stand on such a technical issue. I'm sure someone out there will invalidate everything I had to say.
I will make mention of how impressive Sixaxis can be, as it's used extensively in Linger in Shadows. I was very amazed in how well it detected movement. Not tipping the controller, but just moving the controller left to right and up and side. It was nuts. |
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Member
(04-27-2009, 08:22 PM)
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#4
Originally Posted by Gbeav:
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Banned
(04-27-2009, 08:22 PM)
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#5
Originally Posted by Gbeav:
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notag
(04-27-2009, 08:22 PM)
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#6
Sixaxis is about on par with the Nunchuk when it comes to motion-sensing capability.
Truthfully though it doesn't need more than that due to the form-factor of the controller. However that form-factor needs to go. So to answer the thread: No.
Originally Posted by Gbeav:
But that gives a nice window into the future of this thread, where people will be arguing (and agreeing to those people) based on false assumptions, just like a KB/M vs gamepad thread. |
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Member
(04-27-2009, 08:24 PM)
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#13
Originally Posted by Gbeav:
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Member
(04-27-2009, 08:27 PM)
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#14
I reckon they're probably about equal in terms of accuracy. However the shape of the controllers means the wii remote is much more versatile and comfortable to hold imo. You couldn't do something like Kororinpa on the PS3 for example because you have to til the remote entirely on its side in some levels.
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Banned
(04-27-2009, 08:28 PM)
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#16
I thought the sensor bar needs to pick something up for it to work. I figured the farther away you are the greater the signal would move because of distance to the sensor bar. You know angular velocity shit.
Guess I was wrong by how I am getting jumped on :D Okay giant brain people of Gaf, what does the sensor bar do? |
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Member
(04-27-2009, 08:29 PM)
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#18
Originally Posted by Gbeav:
But the way you were talking in your first post was as if you had compared the two, whereas your second post implies you haven't. |
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Member
(04-27-2009, 08:29 PM)
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#19
Originally Posted by Gbeav:
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Banned
(04-27-2009, 08:31 PM)
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#21
Originally Posted by Gbeav:
EDIT: If you're really curious, I can go into more detail. |
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notag
(04-27-2009, 08:31 PM)
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#22
Originally Posted by Gbeav:
It is for the pointer only, not the motion sensing. For anyone going to post in this thread: POINTER IS NOT MOTION SENSING. |
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Member
(04-27-2009, 08:32 PM)
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#23
Originally Posted by Gbeav:
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Banned
(04-27-2009, 08:34 PM)
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#24
Originally Posted by Wario64:
I found that the closer I was to the sensor bar the less the cursor shook when pointing and moving the wiimote. When I first set up my Wii I noticed that it was smoother right in front of the bar than sitting farther back on my couch. I play TW on a friends wii from very far back and the cursor flys all over when setting up a new game. Am I wrong here? |
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Member
(04-27-2009, 08:35 PM)
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#25
Originally Posted by Gbeav:
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notag
(04-27-2009, 08:37 PM)
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#28
Originally Posted by Gbeav:
Fun fact: you can achieve the same results with two candles. |
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Member
(04-27-2009, 08:38 PM)
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#30
Originally Posted by Gbeav:
The farther you are away, the smaller the dots get to the camera. There's a sensitivity setting in the menu for jacking it back up. If there's a strong light source near the tv it can f' with the camera and make it jittery as well. |
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Banned
(04-27-2009, 08:38 PM)
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#31
Originally Posted by Gbeav:
However thats not motion controls. There is a whole OTHER set of mechanisms within the wiimote, called accelerometers, which measure movement. These measure distance RELATIVELY, while the camera measures distance ABSOLUTELY. The pointer isn't motion controls. I'll say it again - the pointer isn't motion controls. We're talking about when the wiimote is turned sideways, like in mario kart, or excitetruck, or sonic and the secret rings. You notice how when you tilt the controller, your character moves? That has absolutely nothing to do with the sensor bar - your wiimote camera isn't even facing the screen. We're comparing accelerometer control in the SIXAXIS vs the wiimote. |
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Member
(04-27-2009, 08:38 PM)
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#32
Originally Posted by Gbeav:
EDIT: What TheSonicRetard just said.
Last edited by AlphaTwo00; 04-27-2009 at 08:41 PM.
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Banned
(04-27-2009, 08:39 PM)
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#34
Originally Posted by Vark:
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notag
(04-27-2009, 08:39 PM)
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#35
Originally Posted by Gbeav:
*edit* oh dang i was beaten how did i let that slip |
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(04-27-2009, 08:41 PM)
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#36
Sixaxis is an absolute nightmare to control. A nightmare. There is a reason it is never utilized now or there is the option to avoid it in every instance.
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Banned
(04-27-2009, 08:41 PM)
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#37
Originally Posted by Brandon F:
Originally Posted by Meier:
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Member
(04-27-2009, 08:42 PM)
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#38
Originally Posted by TheSonicRetard:
2 foot away: o..........o 8 foot away: o....o |
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Banned
(04-27-2009, 08:42 PM)
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#39
Also, to throw my own two cents in here, both the wiimote and the SIXAXIS are just as accurate as one another. There's little to no difference in the technology. The main culprit here lies within the SDK distributed. Nintendo spent millions of dollars creating a robust, easy to use SDK designed to make it easy to interpret accelerometer control. Sony, by contrast, did not, and the main reason people say they feel different (despite having near-identical technology) comes down to the software involved.
Developers have admitted that they received updated motion-control SDKs as early as a week before the E3 when sony unveiled it. Thats why early games like Lair have particularly awful motion controls. Thats also why stuff like glovepie doesn't feel quite as accurate as the actual wii itself, despite using the exact same hardware. |
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Member
(04-27-2009, 08:43 PM)
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#40
Originally Posted by womfalcs3:
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(04-27-2009, 08:43 PM)
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#41
Originally Posted by RavenFox:
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Banned
(04-27-2009, 08:44 PM)
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#43
Originally Posted by Diablohead:
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Member
(04-27-2009, 08:46 PM)
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#46
The Sixaxis would probably match the Wii nunchuk's accelerometer, but that's about it.
And lol at those people who keep confusing IR with motion-sensing/tilt. Interestingly enough, though people seem to associate "waggle" with the Wii, the controller's use of IR has actually been the best-used component so far. |
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Member
(04-27-2009, 08:47 PM)
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#47
Originally Posted by womfalcs3:
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Banned
(04-27-2009, 08:48 PM)
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#49
Originally Posted by Rash:
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Member
(04-27-2009, 08:48 PM)
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#50
Originally Posted by Diablohead:
It is also true that objects appear smaller, but (and this may be misinformation on my part, so sorry in advance) I don't think the IR camera could measure the "size" of an infrared light source, whatever that may be. |