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Member
(04-27-2009, 10:56 PM)
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#101
Originally Posted by TheSonicRetard:
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Member
(04-27-2009, 10:56 PM)
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#103
Originally Posted by JodyAnthony:
In short: results inconclusive. :lol |
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Member
(04-27-2009, 10:58 PM)
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#104
Originally Posted by Hero of Canton:
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Banned
(04-27-2009, 10:58 PM)
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#105
Originally Posted by leroy hacker:
feel free to expand, though. The wiimote and DS3 pretty fascinating technologies, even if I don't like them much. |
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Licorice-flavoured booze?
(04-27-2009, 11:00 PM)
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#107
Originally Posted by soldat7:
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Member
(04-27-2009, 11:00 PM)
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#108
Originally Posted by TriangularDuck:
Last edited by leroy hacker; 04-27-2009 at 11:07 PM.
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I call 'em "death hugs"
(04-27-2009, 11:01 PM)
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#109
Originally Posted by TheSonicRetard:
Originally Posted by lowrider007:
And if you get a balance board, Shaun White on Wii is pretty damn awesome. Very fun snowboarding game.
Last edited by timetokill; 04-27-2009 at 11:04 PM.
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Banned
(04-27-2009, 11:03 PM)
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#111
Originally Posted by leroy hacker:
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Member
(04-27-2009, 11:07 PM)
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#112
In one of the "Iwata Asks", he says this:
Quote:
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(04-27-2009, 11:09 PM)
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#113
I always likened the Sixaxis motion control to that of the Nunchuck. The form factor is probably the deciding factor here.
It's a total non-issue though, since it all depends on the implementation anyway. Flower controls feel really really good, and Lair controls like dogshit. Both are using the same motion controller. There are abundant examples of the same phenomenon the Wii side so I'll not even mention those. :p |
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Banned
(04-27-2009, 11:10 PM)
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#114
Originally Posted by dyls:
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Member
(04-27-2009, 11:15 PM)
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#115
The SIXAXIS is actually somewhere inbetween the Wii remote and the Nunchuck device if it comes to sensitivity, at least that's what my memory tells me from my experience with them. Wii Remote is 3.4G, SIXAXIS (I think) is about 3G. Both devices had a sample rate of 100hz. Most games would probably work on both devices, it's just that you can max-out the accelerometers in the SIXAXIS controller much easier.
I wrote a driver for the SIXAXIS that did sub-frame interpolation and (optional) lowpass filtering to smoothen results from the controller, and spline interpolation to predict accelerations that exceeded 3G (that would otherwise be clipped because the accelerometer was maxed out). Got way better results after that. |
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Member
(04-27-2009, 11:16 PM)
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#116
Nintendo did not cut any corners with their accelerometers in the Wiimote. They use the Analog Devices ADXL330 sensor wich is really awesome and not the cheapest in the market. An accelerometer of as good as this used to cost hundreds of dollars (and weigh a few pounds) just a few years ago.
The Nunchuck on the other hand uses an STMicroelectronics LIS3L02AL sensor, which is not quite as good but probably cheaper. Sony never said officially which sensor they use for the Sixaxis/DS3 but it should be at least as good as the one in the Nunchuck. |
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clairvoyancy is no excuse for trollin'
(04-27-2009, 11:18 PM)
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#117
It is a largely moot question considering motion+ is coming soon.
But the sixaxis has always kinda sucked since a single unit motion sensitive controller blows. |
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Member
(04-27-2009, 11:23 PM)
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#118
Basically tilt control is a worthless gimmick. It doesn't do anything a joystick doesn't do far better. What it desperately needs is force feedback, which the joystick at least has in it's passive form from the spring.
Motion sensing in general on the other hand is a whole other matter. It's just a pitty it should take Nintendo 3 years to come with a solution that is at least somewhat satisfactory. They should have just have bitten the sour apple from the start and gone with a fully fledged radio or magnetic tracking solution, instead of horsing around with half arsed optical and accelerometer solutions. |
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(04-27-2009, 11:28 PM)
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#119
Originally Posted by Squeak:
Quote:
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Member
(04-27-2009, 11:31 PM)
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#120
A question:
Can the sixaxis measure yaw, ie rotation parallel to the ground? If it can't the name is simply a lie since it would be missing one degree of freedom. As far as I know, the Wii remote accelerometers cannot measure yaw. You can't do it with the gravity vector and I know of no games that use yaw. So if the sixaxis only contains an accelerometer similar to the Wii remote it should not be able to measure yaw, and hence would only be a fiveaxis.
Last edited by leroy hacker; 04-27-2009 at 11:44 PM.
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Member
(04-27-2009, 11:33 PM)
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#121
i just went through the thread, and well, about the pointer and the distance between the controller and the sensor bar... under good light conditions where the wiimote can pick up the IR lights from the sensor, the farther away you are from the bar, the smoother it should be, as long as it can track both IR light points.
If you get closer, the distance between the two IR lights get bigger, so it 'occupies' more space in the area the wiimote can 'see', so as long as you can track both IR lights, if you get farther away, there's more room in the area the IR camera picks up for you to move the pointer. [IMG]http://i41.************/2e1c9b5.jpg[/IMG] Then again, that will also make the wiimote less accurate when tracking Z movement. |
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(04-27-2009, 11:33 PM)
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#122
Originally Posted by leroy hacker:
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Member
(04-27-2009, 11:49 PM)
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#124
Originally Posted by Neiteio:
The problem I have with the SIXAXIS motion controls is the fact that it's not a particularly natural setup, holding an item of that shape with two hands which you then tilt. The Wii remote's shape and one-handedness lends itself to a greater range of motions; I couldn't imagine swinging the SIXAXIS like a tennis racket or golf club, although it's quite capable of detecting such a motion. However, when the SIXAXIS is representing something meaningful which *does* fit the way you hold the SIXAXIS, I do agree that it has the edge over the wii; and flight yokes are a natural fit for the means of holding the pad. Neither controller quite feels right for steering wheels, but I marginally prefer the wii after having huge problems trying to steer in Motorstorm. However, when you are going with flight yoke controls, and they're done well (go away, Lair), it's just great. |
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(04-27-2009, 11:54 PM)
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#125
The Wii remote is basically 4 axis so theorically motion recognition should be better on the Sixaxis.
In reality though, it seems easily for devs to implement the Wiimote in their game. Maybe because of the shape of the controller is also gives the impression it's better. I suspect the Wii motion plus to add 2 axis and it will use the pointer for relativity. At this point the Wiimote will surpass the Sixaxis even in theory. . |
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Member
(04-27-2009, 11:57 PM)
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#126
Originally Posted by Zoramon089:
Nevertheless there is a huge difference from a casual "burst" game like this, to something more involved. Why do you think most large games still has support for joystick controls even if they have tilt controls as default?
Quote:
As it is now we have to drag along with shitty accelerometer controls that in real games aren't good for much more that waggle, swipes and tuds; IR tech, that has a very limited range of motion and is somewhat unstable and finally M+ which is an addon and not even a complete solution (there will still be drifting as there is no absolute reference point, hence there will be a need to recalibrate often, IE lift the mouse, and that in turn has to be worked into all games). |
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Banned
(04-28-2009, 12:00 AM)
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#127
As someone who has played a fair share of Wii and PS3 games that use motion controls. It isn't a contest the Wii Remote is far better.
Originally Posted by Threi:
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Member
(04-28-2009, 12:04 AM)
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#128
Originally Posted by Brandon F:
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Member
(04-28-2009, 12:26 AM)
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#130
Originally Posted by TheSonicRetard:
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Member
(04-28-2009, 12:40 AM)
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#132
Originally Posted by TheSonicRetard:
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Member
(04-28-2009, 12:47 AM)
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#133
This thread is meaningless without some videos and bitches love videos...
http://www.youtube.com/watch?v=a2rM5...layer_embedded |
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Member
(04-28-2009, 01:15 AM)
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#134
Originally Posted by Neiteio:
![]() No matter whether Sony was copying or experimenting, however, the fact remains that they still hid it from developers until the E3 unveiling (even the revered Kojima team had no knowledge of it) and made no great efforts after that unveiling to make the technology easy to work with. It may not have been an afterthought as some claim, but it for sure has not ever been a priority, and that's a big reason why the technology usage has lagged way behind despite the PS3 controller having the capability to do many things Wii can (nothing with the IR of course, but Kororinpa and Mercury could both have been ported... and could have remained unsold in bargain bins for two game platforms instead of just one.)
Originally Posted by TheSonicRetard:
Last edited by CamHostage; 04-28-2009 at 01:22 AM.
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Banned
(04-28-2009, 01:27 AM)
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#135
Originally Posted by RobertM:
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Member
(04-28-2009, 01:42 AM)
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#136
Originally Posted by leroy hacker:
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Member
(04-28-2009, 01:49 AM)
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#137
Originally Posted by Durante:
Another one for the Wii 2 wish list though. That, along with better battery life. |
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An blind dancing ho
(04-28-2009, 01:57 AM)
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#138
Originally Posted by CamHostage:
![]() they should at least release limited edition of Original DS3 , I will buy one for $100 |
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Member
(04-28-2009, 02:01 AM)
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#140
Originally Posted by leroy hacker:
WOW! Did you see that yaw control? |
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Member
(04-28-2009, 02:08 AM)
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#141
Originally Posted by Apenheul:
Ding, Ding, Ding, we have a winner! The rest of the bullshit can just go away. |
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Member
(04-28-2009, 02:19 AM)
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#143
Look at this: http://www.youtube.com/watch?v=wy5Cc...eature=related
very precise, it's like a 1:1 tilt control or close, very close. Oh. and I believe this game is impossible to be done without tilt controls. |
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Member
(04-28-2009, 02:44 AM)
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#144
Originally Posted by BDGAME:
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Asks questions so Ezalc doesn't have to
(04-28-2009, 02:49 AM)
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#145
Originally Posted by batbeg:
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Banned
(04-28-2009, 03:04 AM)
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#147
Don't we know the actual parts used in each case? I'm almost positive I've seen specific part numbers mentioned at least for the Wiimote.
If so, somebody ought to be able to dig up data sheets which would probably be more interesting than this back-and-forth fanboy crap. |
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Member
(04-28-2009, 05:15 AM)
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#148
Originally Posted by HUELEN10:
I know that's threatening to some, but try to think of the proliferation of quality motion control as good news for gaming in general. Again, I really hope Sony and Microsoft take the last step and add IR controls so they can be put to the service of grand-scale shooters like Killzone, Halo, BioShock, et al. Hell, I hope Sony and Microsoft adopt motion controls in general so they can be consistently put to use in quality hardcore titles. |
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Member
(04-28-2009, 06:25 AM)
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#150
I am not a fan of waggle controls.
In my experience most motion controls on the PS3 are implemented poorly and for some motions you have to hold the Sixaxis in away it was not designed to be held. However there are a number of games that use motion controls to good effect and the holding position suits the Sixaxis. Flower Toy Home Flow Super Rub 'n' Dub. Not only is the use of motion controls in these games well done, it as helps convey the physicallity of the gameplay in a much better way than you could with traditional controls. In Flow & Flower the motion controls capture the organic feeling of movement. In Super Rub 'n' Dub the motion controls simulate holding a bowl of water. The inetia physics also contribute greatly to the realisim of the motion. In Toy Home you are controlling a wind-up toy car, the motion controls exaggerate the movements an enhance the sense that you are playing with toys, rather than a precision racing machine. On the subject of pointer tracking, I am really happy with the improvements made to the PS3Eye. This does a very good job of tracking motion. We just need some more games. The recent PS2 Eyetoy Hero game comes with a toy sword. This does a very accurate job of mapping the movements, and makes a lot more sense than the original Eyetoy Play series. The Eyetoy camera is fine if the object being tracked is something predetermined like the sword in Eyetoy Hero. |