The Sonymote is the only device displayed here that does so to a degree where the human eye is not able to witness the difference.Alx said:There's no such thing as "no lag" and "absolute preciseness"
Mr. Snrub said:Hahaha, no, not at all. Just with Pristine's defense of Sony, it seems a bit backward to me. How on earth can you even say that Sony deserves all the credit, when Sony tried so very hard to distance themselves from what the Wii "is"?
bottles said:Well, read again.
AnimeTheme said:The whole copying argue depends on what "object" you are referring to. Copy the technology? NO. Copy the strategy? Yes, in a certain sense.
Onix said:I think maybe you should reread your post that started this shit, before trying to state you're anti-fanboy.
Guled said:This would have been awesome at the start of this gen, its useless now
cyberheater said:The guys got a PHD in Human-Computer Interaction from Carnegie and has demonstrated novel uses of the Wii remote. Clearly he is excited by the technology and he seems to think the technology rivals or surpasses (in some areas) technology costing tens of thousands of dollars.
Folks that have used the demo equipment don't seem to think that accuracy is an issue even at this early technology demo stage.
I'm sure the final product will be pretty amazing and be more then accurate enough.
Anyhoo. All this is getting off topic...
Alx said:There's no such thing as "no lag" and "absolute preciseness"
Kafel said:
Pristine_Condition said:Nintendo should get credit for making it a standard, no doubt.
But you are wrong about Nintendo bringing motion-sensing to market "full force" first.
Sony did market the EyeToy "full force." They put a serious marketing campaign out there. Otherwise EyeToy certainly would have failed as widely predicted, (just like almost every other peripheral in the history of gaming had failed at that point,) rather than selling the more than 10 million units it ended up selling. Until the Guitar Hero guitar hit, the EyeToy was the best-selling console peripheral (besides straight-up "second controller" purchases) of the generation, and one of, if not the, best-selling console peripherals of all-time.
Pristine_Condition said:Depends on what you call success. I'm sure Nintendo thinks WiiFit has been a success. They sure do love talking about it. I'm sure the whole industry thinks Guitar Hero and Rock Band have been successful. Of course Microsoft and Sony could do bundles too in the future or with next-gen.
Or is your idea of success defined by a universal acceptance of the interface? If that's the case, the fact that so many Wii games play better on Classic controllers or Wavebirds or Wiimotes in the horizontal position without motion controls kinda speaks to the limits to the Wii so far.
Kinitari said:1. People will read your stuff more often if it isn't a giant block.
2. It sounds like the majority of your complaint is with people who proclaim that the Ps3/360 versions of mo-cap is going to be more successful than the Wii - who are these people?
3. Everyone can agree - if they make good games for it, it will be a good thing.
4. Unless they put in Motion Plus with every Wii from now on, 1:1 motion is anyone's game, but the Wii does have a substantial advantage (will be out first, developers already have a 'motion' mindset for the Wii, and will probably make more 1:1 games on it than on other consoles).
5. It makes me sad this thread was supposed to be about what we thought about the tech, there are like 3 other threads arguing about all three mo-cap technologies and which ones suck and rock.
bottles said:I could copy my last post since youre missing the point over and over again, but AnimeTheme is spot on.
How is Sony copying Nintendo? Because theyre releasing a product that is similar in ability, not technology to Nintendos Wii Motion Plus (although the PSEye being Sonys sensor bar is still a good analogy) in a clear reaction to Nintendos success. Nobody cares who did the R&D first. Nintendo was the first to bring this kind of stuff to market (like I said before, EyeToy is not the same thing) and in that sense is being copied by Sony.
And on the topic of accelerometers: Did I mention that I played Diddy Kong Pilot (later released as Banjo-Pilot, but without the digital accelerometers in the cartridge) at Nintendos pre-ECTS event back in 2001?
Mr. Snrub said:Hahaha, no, not at all. Just with Pristine's defense of Sony, it seems a bit backward to me. How on earth can you even say that Sony deserves all the credit...
Mr. Snrub said:...when Sony tried so very hard to distance themselves from what the Wii "is"?
I wonder how much of the positioning is actually dependent on the eye. The eye, for 3D positioning, may only be for a backup to correct for signal droppage.filopilo said:of course :
human touch impulse travels at 100 m /s
PSeye is 120hz
SOund travels at 350 m/s
now ,we have to add software processing and tv lag.But this is really good.
Looks like a X360 stick actually or track ball. It's concave.gofreak said:Then a bit down you have a big..something..in the middle (button? nub? it's hard to say IMO..it seems to be reasonably flat but it's also quite pronounced and defined)
dollartaco said:I keep going to reply to things, but Gwanatu T beats me every time.
gofreak said:So from Sony's high def vid of the conference, this was the best look I could get of the top of the controller and the buttons and stuff there.
The top circular area is just empty at the moment, a shallow circular impression. I guess they could move things there or put something else there if they wanted, but right now, it's empty.
Then a bit down you have a big..something..in the middle (button? nub? it's hard to say IMO..it seems to be reasonably flat but it's also quite pronounced and defined), and then around it you have 3-4 smaller satellite buttons (know for sure they're buttons cos you can see him pressing alternate ones at different stages).
And then there's the analog trigger underneath. The 4 led indicators seem to be on the bottom.
So..totally subject to change, totally unconfirmed, but that's what the prototype seems to sport. There's other stuff further down the controller too, but practically impossible to make anything out from the vid.
deadatom said:to disreguard all the whiners who bitch and complain about every single thing that sony does. Most of these people are fanboys to the extreme and trolls. "How dare sony try to give gamers more options and new ips to gamers!!" they say. Then they turn around and remain mum on nintendo having a shat online multiplayer and jizz thier pants when what would otherwise be DLC on the other two systems, is now pushed as a $50 sequal.
I have a wii and you know what. How many people complained about vc store that sold them the same games they already owned and where super excited? But when the pspgo was announced, people even without a single umd started bitching about the lack of umd drives and bitching about how DD is bad when the same people said that "bluray is the suck/DD is the future" a year ago.
Bunch of fucking losers if i saw any other group. More like spoiled brat fan boys who nitpick shit to death to make thier own purchases seem justified. Hell i remember when ff13 was announced as going multiplat and all the fucking stupid that ensued with fucking idiotic ms fanboys having a gloat parade. Now ff14 gets announced its "oh its the suck haha online... online sucks haha cuz ya gotta pay money every month.. brb i gotta pay for my gold subscription".
Now that i addressed most of this thread and several others its speculation time. I believe Sony will introduce this around the time when the ps3 slim debuts. It will prob be packed in with two wands, a ds3, and a ps eye. Games for the wands will be specifically built around the controller and sony will have a few of thier dev teams working exclusively on it. Also, some genres will have the option to use either ds3 or waggle control setup. I also predict that the controllers will include bluetooth (of course) and i bet it will lack rumble (the dumbest gaming feature ever whined about which would ruin 1:1 if the shit is shaking).
I also think that there will be mad bundling with third party games. Also a game disc full of mini games ala wii sports will be bundled with the ps3slim launch. The game disc will not be sold seperately in retail but offered as dlc or dlc codes bundled with the wands . Hardcore games will require duo wands while casual games like buzz, whatever sorta jenga game comes out, i dunno i don't do much casual except buzz.
Needless to say, the possibility for hardcore games with such a controller are fascinating. Such as horror games where one hand controls a flashlight and the other holds a gun with full motion of aiming with both. This might cause many non ambidextrous gamers fits at first. But i think the more casual games released before the high budget titles will have us accustomed to the controls. Not to mention some games could already have in implemented at launch and laying in wait for a firmware to allow it to use the new motion controls.
I also believe that the controller will be backwards compatible with previous games to an extent. Most of the "waggle" will be limited to ds3 functionality for older games and it would prob be harder to play older games but just like the frag-fx is purposely built by splitfish for fps gaming, you can still use it to play street fighter 4. Then again, the frag-fx has an awesome button layout.
If the new controller looks like it does in the patent picture, it won't perform as well. The analog is too far away from the main face buttons imo and the shoulder buttons need to be more like the ztrigger. I also feel that the x,o,triangle, square buttons should be able to swap out with the d-pad and vice versa. Just as not to confuse casuals when one wand has a dpad and they manual states "x" and they furrow thier brows in utter frustration as they look at a dpad.
If sony does the smart thing, they will make this cheap and bundle this whereever they can. If they want to make it cost a premium price like the pspgo. Then they might as well not bother. I know they want to provide a good service and i understand they are losing billions in the process of doing that. But the big bucks aren't in hardware. Hardware is as much a middle man in this day and age as publishers are. The real money is in microtransactions throught DD. I suspect if it catches on it will be mostly from minigames and casual gamers through a low price point. If Sony does another go price announcement and doesnt do massive bundling and hardware at a loss so they can have a higher consumer base, well then, they deserve to fail. Nintendo gets it even though they have terrible internet infrastructure. Microsoft gets it with custom themes and other useless bullshit. The old guard at sony look at how much they lost and seem to be to scared to get it.
Thats my lil bit of speculating and what and my dumbass ranting on the first part.
BAH!
deadatom said:What i said.. should be end of thread. now cya
Wollan said:Looks like a X360 stick actually or track ball. It's concave.
Kinitari said:That definitely looks like an analog nub, hopefully a holding place for a full on analog stick.
I don't think that button configuration is going to be anywhere near a final design, doesn't have the simplicity (well comparative simplicity) of the current controllers, which is essential. I don't think many people want this to be the Logitech Gaming Mouse G54345xPro of console controllers. My guess (hope?) is that we'll see an analog stick in the middle, with four buttons below or above it, and two triggers behind it. I think the buttons could probably get away with being below or above an analog stick and still work.
Here's hoping.
gofreak said:So from Sony's high def vid of the conference, this was the best look I could get of the top of the controller and the buttons and stuff there.
The top circular area is just empty at the moment, a shallow circular impression. I guess they could move things there or put something else there if they wanted, but right now, it's empty.
Then a bit down you have a big..something..in the middle (button? nub? it's hard to say IMO..it seems to be reasonably flat but it's also quite pronounced and defined), and then around it you have 3-4 smaller satellite buttons (know for sure they're buttons cos you can see him pressing alternate ones at different stages).
And then there's the analog trigger underneath. The 4 led indicators seem to be on the bottom.
So..totally subject to change, totally unconfirmed, but that's what the prototype seems to sport. There's other stuff further down the controller too, but practically impossible to make anything out from the vid.
gofreak said:So from Sony's high def vid of the conference, this was the best look I could get of the top of the controller and the buttons and stuff there.
The top circular area is just empty at the moment, a shallow circular impression. I guess they could move things there or put something else there if they wanted, but right now, it's empty.
Then a bit down you have a big..something..in the middle (button? nub? it's hard to say IMO..it seems to be reasonably flat but it's also quite pronounced and defined), and then around it you have 3-4 smaller satellite buttons (know for sure they're buttons cos you can see him pressing alternate ones at different stages).
And then there's the analog trigger underneath. The 4 led indicators seem to be on the bottom.
So..totally subject to change, totally unconfirmed, but that's what the prototype seems to sport. There's other stuff further down the controller too, but practically impossible to make anything out from the vid.
JoJo13 said:
Kinitari said:Also, this reminds me of the part of the patent that had two sticks attached by some sort of peripheral, that had it looking like some sort of Frankenstein DualShock controller. If that is accurate, you can probably expect to see it come in two's.
Why did everybody skip this post?gofreak said:I think a lot of people are using the term 1:1 as an umbrella term for a number of things in their head rather than very specifically what it really means.
When I think 1:1, at least, I think of whatever being tracked being tracked in 6 degrees precisely..so that the movement of whatever is being tracked is mapped quite precisely.
Tracking arbitrary objects with a camera alone to a very precise degree at a very granular level is difficult. We saw pretty decent 1:1 mapping in the Natal demos, most of the time..but not always (e.g. 'bam') and not of smaller things that could provide a means for the player to be very specific about what they were doing e.g in the paint demo where hands were tracked instead of, more specifically say, fingers. Though finger tracking is possible - and we saw with Milo tracing through water with a finger and even eyetoy/PSeye does this heavily in existing software for it - it's not reliably precise, certainly not down to millimetres or anything. Tracing a finger is also pretty easy compared to, say, tracking arbitrary motion of fingers in a manner that could let you reliably infer a user's intentions. You may be able to some times, but whether that's good enough depends on your application. It's probably not feasible to track arbitrary movement of arbitrary objects easily with just a camera all of the time.
With the controllers you can track arbitrary motion, but only of the controllers of course.
Motion+ has errors in its location (which is measured relative to the starting position), but they're small. However, they can accumulate over time and become significant. According to AI Live even a small error rate (e.g. 1%) in gravity accomodation can result in accumulated 'off-by' errors of up to 40cm after just a few seconds. So it's best suited to short motion lasting 1-2 seconds, with resets wherever possible (you have natural opportunities for resets with shorter motions like slashing etc.).
This PSeye wand doesn't rely on self contained sensors (though it probably has them also), so positioning should be more precise in the first place, and it ought to accomodate prolonged continuous tracking without error. I think that was pretty well demonstrated in the tech demos where you had more prolonged continuous motion that significantly varied the location of the controller without a hitch. I suppose then addiitonally the eye can try to track other things of interest like Natal, but there again, it's gonna be way more difficult to do '1:1' precisely and robustly for arbitrary objects, even moreso of course than Natal due to even less data being available (no accurate depth reading).
Now, though, it appears Sony's motion-sensing efforts may be farther along than many thought. Speaking with GameSpot, Sony Computer Entertainment America senior vice president of marketing Peter Dille divulged that the technology--first revealed in a US Patent filing last fall--is already in developers' hands.
"We're a little bit past the research phase," he told GameSpot. "We're having conversations with the third-party community. The dev kits have started to go out to the third parties as well. They're working on the tech. They couldn't be more excited about it."
Bluemercury said:So now Third parties are excited.......:lol ....
PuppetMaster said:Quaz posted this in the Natal thread but it should be posted again here:
http://stanford-online.stanford.edu/courses/ee380/040121-ee380-100.asx
This is an extremely interesting presentation given by Richard Marks of SCE several years ago in the PS2 era. If you are the type who gets bored by technical presentations, skip to about the 1 hour mark. He starts showing off his research with the ZCam (build by 3DV the same company MS bought to do Natal).
It is quite interesting how Sony was building demos using this technology way in the PS2 era. They even built a game almost exactly like the ball blocking game MS demoed at e3.
Raist said:Regarding the use of two wands, as far as I can tell it looks like they both have to have different light colors. I'm not sure they used both with the same color (maybe at some point with the dominos stuff, but again I'm not sure I'd have to check that.)
I quite don't understand why tho.
Raist said:Also, this might be a bit off-topic, but what does Motion+ adds exactly? A couple of gyros improving the tracking of absolute movements?
I think Sony's advantage is that you don't need to point at the PSeye for it to track the position of your controller, which is not possible at all with the remote. So except if the controller is hidden from the camera, it can pick its position at any time. This is why it is more "true 1:1 IMO)
Raist said:Regarding the depth now, I don't think the results should be different. Natal uses stereoscopic view, which is exactly like the human vision, and the Wiimote is some kind of reversed stereoscopic stuff. Since the PSeye has a single camera they had to use the ultrasound stuff.
Raist said:When you think about it, Sony's solution uses a large range of devices to track the wand. The x,y position is trakced by the camera, but the gyros also help that. I mean, just rotating the wand 45° could be tracked by the camera alone for instance, but factoring the gyros in might help a lot. Overall I think that's why it looks to be extremely accurate, more than the Wiimote IMO and probably more than Natal.
gofreak said:What it adds is internal gyroscopes to better aid relative motion tracking (as opposed to just the acceleremoter stuff in the original wiimote, and the pointer-y stuff). It's an improvement over the original but still has problems as documented earlier.
gofreak said:Don't think they have to. I think it was just how they ended up. It's probably an easier case when they are different as far as the visual tracking goes, but if they're using the ultrasonic stuff, and ultrasonic between controllers, it should be easy to distinguish controllers without different led colours.
Also, the led colour can change, it's not 'stuck' with a certain colour. So if each does need to be a different colour the ps3 can automatically callibrate them to be different colours.
gofreak said:The motion plus stuff doesn't depend on any external sensors or beacons. So you don't have to be 'pointing it at the ir bar' for example. What it adds is internal gyroscopes to better aid relative motion tracking (as opposed to just the acceleremoter stuff in the original wiimote, and the pointer-y stuff). It's an improvement over the original but still has problems as documented earlier.
gofreak said:Neither Natal or Wiimote are 'stereoscopic'. Natal's 'two cameras' aren't two homogenous cameras..there's one camera, one IR emitter, and one IR sensor. The IR emitter puts out pulses of IR that the sensor picks up, measuring distance by the time it takes for the IR to go out, hit a surface and come back. It doesn't use a stereoscopic solution in the sense of two homogenous rgb cameras looking at a scene from different angles.
gofreak said:Yes, the wands use a large range of (sometimes) overlapping data to achieve its results. From a motion tracking POV, also, M+ is 'more accurate' than Natal for the tracking of the wiimote, but it obviously can't track anything else, and it's only accurate for a couple of seconds between resets. It would also be more accurate than Natal always for 'pointing'. Natal like any camera-only/marker-less solution is going to have noisier data than approaches that have more precise data for certain points in a scene - that's the tradeoff of ditching controllers or 'markers'. Sony's approach has even noisier and less data than Natal when it comes to arbitrary tracking (no depth and poorer resolution), but it has absolutely precise data for its controllers in the scene.