Well, I understand how the sensor bar works (as in, I realize the name itself is a bit of a misnomer)--I've read a lot about the Wii's tech, so I'm quite familiar with its abilities and shortcomings as is (sans MotionPlus). The sensor bar conveys enough (I would think) for the MotionPlus to offer what is commonly accepted in the industry as "1:1"--that the Wii Remote is facing the TV. It shouldn't matter where in the room the controller is being physically held, as the movements you're performing are relative to the in-game character, and do not depend on existing within a completely accurate 3-Dimensional framework outside the game (again, at least in the contexts we've seen it used thus far).
"It's actually really interesting topic, and one I could go on and on about how it affects what developers have to do to their games to make them work well despite the limitations. But the short version is that it's never going to be as precise as a joystick. It typically won't be as direct either. But of course it does allow things like Wii bowling that just aren't the same on a joystick."
I'm not sure that's a completely apt comparison. You're right that it won't be as "precise" in the sense that it'll be more difficult to get the exact same response every single time, but the same could be said for the joystick compared to the D-Pad. Some accuracy has to be conceded for a much larger breadth of movement (Wii MotionPlus will enable as-true to 3D movement we've yet seen, that is far outside the limitations of a Joystiq, which exists on a 2-Dimensional plain.)
My point is that, in the examples it's been shown, MotionPlus does enable 1:1 within the framework it's been presented. I don't think anyone expects it to track you as you run around your room--and I'm not sure there'd be any need for it to. But from what I've seen and read of the device, it seems to offer something close enough to "1:1" that saying it doesn't offer such doesn't seem very meaningful, except in an absolute sense.
Rather, I think our argument is how we define "1:1." You're right, it won't be able to offer absolute positioning the entire time, but I don't think it has to in order to offer "1:1" or something close to that. When people (reporters for instance) use the term "1:1," it's defined as "what I'm doing is represented on-screen," regardless of whether it uses dead reckoning or not. Does it have limitations? Sure. But given the examples shown thus far, it clearly does offer "1:1," as the expression is commonly, within the context of the games (such as the sword demo, which I implore you to watch if you haven't already--look for Wii Sports Resort on youtube).
I'll concede, maybe I'm talking beyond my knowledge. I'm not sure what you mean by "Pointing at the sensor bar does not help recenter in translation, only in rotation, and even that is very approximate."
Pointing at the sensor bar should convey to the Wii almost exactly where the Wiimote is in relation to the TV. From that base position, the Wiimote, with Wii MotionPlus should be able to offer "1:1" control, as it knows where and how the Wiimote is now deviating from that set positioning.
Is that not correct? That's the way it's been shown to have been implemented in the videos from Wii Sports Resort.
Have you not seen the videos from last year's E3, or the numerous videos of the Golf or Tennis games that use MotionPlus? It's pretty clear the device offers, what appears to be, 1:1 controls (within the context they're shown, at least). You're right that, over time, errors should begin to build, but with clever programming and "recalibration" cycles, even that problem can be mitigated (EA's Tennis re-calibrates during load times, for instance. Other games could just have you point at the sensor bar on occasion.
And I'm pretty sure I read somewhere that putting was fixed in the new Tiger Woods game, thanks to MotionPlus--so you should see it improve games regardless of whether the motion is small or large.
Yeah...the fastest selling game console of all time certainly can't be classified as a "wild success" based on your subjective and anecdotal evidence. *rolls eyes*
^Sorry, perhaps my quote wasn't clear. The patent images shows something similar to the Wiimote, yes, but in reverse. The camera's on-top of the TV, and the LEDs are on the controller itself. As such, motion control is limited to the range of the camera's eye, whereas the Wiimote only uses the camera as a pointer, relying on the accelerometers internally (and soon MotionPlus) to figure out what the Wiimote's doing when it's not pointed at the TV.
" Sony's controller apparently used LEDs (light emitting diodes, essentially little electric light sources) and a small webcam to track the device's movements."
Ugh...this is not a good idea. I'm a big fan of motion controls, but this is a poor way of going about it. Webcams have a very limited viewing radius, meaning if your controller has to be in view of the camera the entire time, the window in which you can make your movements is pretty limited. Furthermore, it would only really work with one person at a time, since there'd be little room for two, let alone more. Plus what if you accidently obscure the LEDs?
This does not seem like a great way to go about it...
Nintendo's Wii MotionPlus accessory up for pre-order
May 4th 2009 6:18PM (Engadget)"It's actually really interesting topic, and one I could go on and on about how it affects what developers have to do to their games to make them work well despite the limitations. But the short version is that it's never going to be as precise as a joystick. It typically won't be as direct either. But of course it does allow things like Wii bowling that just aren't the same on a joystick."
I'm not sure that's a completely apt comparison. You're right that it won't be as "precise" in the sense that it'll be more difficult to get the exact same response every single time, but the same could be said for the joystick compared to the D-Pad. Some accuracy has to be conceded for a much larger breadth of movement (Wii MotionPlus will enable as-true to 3D movement we've yet seen, that is far outside the limitations of a Joystiq, which exists on a 2-Dimensional plain.)
My point is that, in the examples it's been shown, MotionPlus does enable 1:1 within the framework it's been presented. I don't think anyone expects it to track you as you run around your room--and I'm not sure there'd be any need for it to. But from what I've seen and read of the device, it seems to offer something close enough to "1:1" that saying it doesn't offer such doesn't seem very meaningful, except in an absolute sense.
Nintendo's Wii MotionPlus accessory up for pre-order
May 4th 2009 2:48PM (Engadget)Nintendo's Wii MotionPlus accessory up for pre-order
May 4th 2009 2:43PM (Engadget)I'll concede, maybe I'm talking beyond my knowledge. I'm not sure what you mean by "Pointing at the sensor bar does not help recenter in translation, only in rotation, and even that is very approximate."
Pointing at the sensor bar should convey to the Wii almost exactly where the Wiimote is in relation to the TV. From that base position, the Wiimote, with Wii MotionPlus should be able to offer "1:1" control, as it knows where and how the Wiimote is now deviating from that set positioning.
Is that not correct? That's the way it's been shown to have been implemented in the videos from Wii Sports Resort.
Nintendo's Wii MotionPlus accessory up for pre-order
May 4th 2009 1:38PM (Engadget)Have you not seen the videos from last year's E3, or the numerous videos of the Golf or Tennis games that use MotionPlus? It's pretty clear the device offers, what appears to be, 1:1 controls (within the context they're shown, at least). You're right that, over time, errors should begin to build, but with clever programming and "recalibration" cycles, even that problem can be mitigated (EA's Tennis re-calibrates during load times, for instance. Other games could just have you point at the sensor bar on occasion.
And I'm pretty sure I read somewhere that putting was fixed in the new Tiger Woods game, thanks to MotionPlus--so you should see it improve games regardless of whether the motion is small or large.
Xbox 360 to get motion-sensing add-on with full body game control?
May 1st 2009 1:24PM (Engadget)Xbox 360 to get motion-sensing add-on with full body game control?
May 1st 2009 1:22PM (Engadget)PlayStation 3 motion-sensing controller to be shown off at E3?
May 1st 2009 2:39AM (Engadget)PlayStation 3 motion-sensing controller to be shown off at E3?
May 1st 2009 1:51AM (Engadget)Ugh...this is not a good idea. I'm a big fan of motion controls, but this is a poor way of going about it. Webcams have a very limited viewing radius, meaning if your controller has to be in view of the camera the entire time, the window in which you can make your movements is pretty limited. Furthermore, it would only really work with one person at a time, since there'd be little room for two, let alone more. Plus what if you accidently obscure the LEDs?
This does not seem like a great way to go about it...
Readers pick best webcomic: Freshness
Apr 3rd 2009 10:07PM (Joystiq)http://www.n00bsquad.com/comics/94_Racism_Conundrum.shtml
(sorry to post twice--I didn't mean for the first to be a reply)
Readers pick best webcomic: Freshness
Apr 3rd 2009 10:06PM (Joystiq)http://www.n00bsquad.com/comics/94_Racism_Conundrum.shtml