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#61 | |
Expert Member
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#62 | |||
Super Moderator
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The support/push for PS Move is closer to a new platform launch, PS Eye launched like just another peripheral. Quote:
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#63 | |
Super Moderator
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#64 |
Blu-ray Ninja
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I'm betting the move will be bundled with "Eye Pet." I've been wanting that game, so I hope I'm right. I'd like to get the game, new eye, and move all in one package. I have the PS2 eye, it works awesomely, but doesn't have the mic...
If you look at the Wii there are some really fun games you can create with motion controls. My Life as King was one of my favorite games on the Wii. I wish it would have been a little more in-depth, but it was fun for a DL game. If that came to PSN I'd get it DAY 1! And as for casual games, Cooking Mama is REALLY fun when you just want to play something simple. I have it on the Wii and all the kids in my family LOVE it. Then look at Twilight Princess, I NEVER thought Zelda would be fun without a normal controller but I enjoyed it... sure the move is 1:1 and will hopefully involve more than basic flicks of the wrist, but games on the move DON'T HAVE to be party games. |
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#66 | |
Blu-ray Samurai
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![]() Take a look at the videos on Gametrailers and other places. There are, also, plenty of hands on impressions at Beyond3D - Console Forum. We know the tracking of the Move controller can be UNDER a frame for two controllers. You can't beat that for gaming! Any lag registered by a user would be placed there via the game code and not the hardware itself. BTW, there are 36, 3rd party, developers working on games with Move support. You can't really beat that, for support, either. This thing is a go. |
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#67 |
Power Member
Jan 2007
GROVEPORT ,OHIO
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not so fast:
little history read on this is quite entertaining: PART A: I have seen quite a bit of "Sony copied Nintendo's motion controller" can't they make something that's not a rip off! Smile, Gamers: You're in the Picture By NOAH ROBISCHON Published: November 13, 2003 Correction Appended RICHARD MARX, a 34-year-old astronautical and aeronautical engineer, has been spending a lot of time lately pretending to be Harry Potter. His wand is made from parts of a hotel clothes hanger and has a brightly colored ball on one end. But when he waves it, Dr. Marx says, it begins to glow and emit a distinctive hum in a TV monitor across the room. By moving the wand in a circle, he can produce a trail that turns into a ring of fire on the screen. By flicking the wand toward the TV, he can make a fireball sizzle across the monitor. Other geometric shapes conjure tornadoes or make the player invisible. ''I actually had my son draw up a list of spells he thought would be good,'' Dr. Marx said. Don't put in an emergency call to the Ministry of Magic just yet. Dr. Marx, a special-projects manager for research and development at Sony Computer Entertainment America, is only recounting his exploits with EyeToy, a miniature camera he invented that attaches to the PlayStation 2 and translates body movements into a video game. Peripheral devices for video-game consoles generally do not sell well, but more than one million of these set-top cameras have been sold in Britain since they were introduced there in July. Last week EyeToy was released in the United States with a suggested price of $49.99. The camera is packaged with a dozen free mini-games known collectively as EyeToy: Play, including Kung Foo, in which players swat away tiny ninjas that swarm across the screen like mosquitoes, and Wishi Washi, in which contestants clean a series of windows before the timer runs out. With the controller out of the picture, EyeToy levels the playing field that separates inexperienced gamers from enthusiasts, which means parents can finally win a few rounds. And the innate goofiness of seeing players projected into the game on the TV screen makes watching nearly as much fun as Wishi Washing. Even so, such simple pastimes may not even hint at EyeToy's potential. The Harry Potter-like magic duel, for example, is still a prototype. And EyeToy's base technology was developed for far more scientifically advanced missions than ninja fighting. The same video sensors are already used to track schools of jellyfish in Monterey Bay; one day they might be used to help NASA perform outer-space repair jobs, or to remotely clean up nuclear waste. In the future, the EyeToy technology is also likely to be used for making video games even more immersive. At Sony's research and development lab in Foster City, Calif., on the northern fringe of Silicon Valley, several EyeToy projects are under way. A hover boarding game allows the player to speed through a course by leaning his head forward or to bank a sharp turn by shifting to one side. Add a colored ball in each hand, and the player can perform midair stunts by rotating his arms. Yet EyeToy is more than simply a replacement for the joystick. ''It was the No. 1 design rule: don't just replace the controller function with something you do on the camera, because that won't be anywhere near as fun,'' said Phil Harrison, executive vice president for development at Sony Computer Entertainment Europe. ''And who would have thought that cleaning windows would be considered a game play experience?'' Dr. Marx prefers to view the device as a supplement to traditional button pushing. Imagine a stealth action game in which a player peeks around a corner by moving his head, and then uses the controller to jump out and engage an attack. Another teaser that has yet not made it out of the EyeToy lab is a mock-up of the futuristic computer operated by Tom Cruise's detective character in the movie ''Minority Report.'' Two summer interns, fresh from seeing the film, decided to mimic that interface on EyeToy. Instead of juggling images or data by gesturing with the sleek black gloves worn by Mr. Cruise's Detective Anderton, Dr. Marx holds a pair of spongy balls known as ''the clams.'' To grab a photo and drag it across the TV screen, he squeezes a clam and swings his arms through the air. Positioning both hands on the corners of the photo, Dr. Marx clicks the clams, expands the frame and rotates it sideways on screen. This sort of tool has applications beyond the PlayStation 2, and Sony's Vaio laptop computer division has already expressed interest in the prototype. page 2 But before these concepts become reality, Sony will have to convince video game players and developers in the United States that EyeToy is more than a novelty. While more than 20 companies have requested the tools for developing EyeToy games, Mr. Harrison said, none have committed themselves to making any. One reason is that peripherals have had only marginal success, and game makers want to be sure that EyeToy is a commercial winner before creating titles for it. ''You know if you make a PS2 game you could sell 24 million copies,'' says Edward Williams, a video game industry analyst at Harris Nesbitt Gerard. ''Whereas with EyeToy, you know only a limited number of people will be able to play it.'' But there are signs that EyeToy will escape the fate of past peripherals. The add-on has exceeded expectations in Europe, and Logitech, the maker of EyeToy's camera component, announced a record second-quarter profit attributed partly to the product's brisk sales there. ''The funny thing about EyeToy is that the underlying technology was made in America, it was designed in Europe and everybody thinks it's Japanese,'' said Dr. Marx, who has championed his creation since he joined Sony Computer Entertainment America's research unit four years ago. The unit serves two main purposes: to outline big-picture interactive gaming concepts that better harness the PlayStation 2's technology, and to help game developers conceive concrete uses for the console. When Dr. Marx joined the research team, no one was taking advantage of the console's video input prospects. Indeed, while the PlayStation 2 had a U.S.B. port to which other devices could connect, no software had been written that would turn it on. To show off some of the hardware's potential, Dr. Marx put together a demo called the ''medieval chamber.'' He attached a camera to the PlayStation console, and then wrote a program that would translate the movements of a sword in his hand into images on the TV screen. Although it relies on a single camera, the sword on the screen moves in three dimensions. ''We can do that because we know the size of the objects in the screen,'' Dr. Marx said. ''When it leans toward the screen it gets fatter at the top and skinnier at the bottom, and we can calculate that.'' Dr. Marx's 3-D imaging know-how is rooted in Stanford University's Aerospace Robotics Laboratory, where he researched his thesis. The lab's top focus is on building command-controlled machines like the Mars Rover. But Dr. Marx found that improving a robot's sensors was more productive and interesting than delving into the mechanics of control -- and easier to raise funds for. In 1996, Stanford received financing from the Monterey Bay Aquarium Research Institute, and Dr. Marx turned his attention to equipping submersible robotic vehicles with eyes. He mounted a pair of stereo cameras on a vehicle dubbed the Otter (Ocean Technology Testbed for Engineering Research). The dual sensors allowed the team to create a video mosaic of the ocean floor, enabling pilots to move the Otter by pointing and clicking on a mapped destination. The robot could also focus on a specific spot, a shellfish hidden inside a crevice, for example, and adjust its position to compensate for underwater current changes so it could to maintain focus -- an exhausting task that the pilot used to do manually. The cameras were also useful for auto-tracking creatures like sea turtles and jellyfish, an application still in use today. Dr. Marx then joined a start-up company and applied his research to a videoconferencing product that followed a lecturer around a room. When the design-software developer AutoDesk acquired the company, he shifted to a 3-D camera project intended to help consumers with home remodeling. The research stirred interest on the business conference circuit but never gained traction in any broadly used application, and the division soon folded. Then in 1999, while attending the annual Game Developers Conference, Dr. Marx got a glimpse of the PlayStation 2. While other developers were captivated by the powerhouse graphics, Dr. Marx was more interested in the unheralded image-processing potential of the console's 128-bit chip. ''I saw that talk, went and got my resume and asked if I could submit it to their research group,'' he said. Game developers are notoriously finicky when it comes to trying out new interfaces. And it was not until Mr. Harrison, the Sony development executive and a former colleague from the research unit, took up the cause on behalf of the European studio that EyeToy became a real prospect. Sony Computer Entertainment Europe is now developing a music-based EyeToy title called Groove in which players dance to songs by Madonna, Elvis Presley and the Jackson 5, scoring points for accuracy and style. Dr. Marx is hoping his three sons will take to Groove. ''I don't like to see them in front of the TV for hours,'' he said. ''I like this because it gets them up and moving around like they would outside.'' Photos: A HIT IN EUROPE -- Richard Marx, who developed the EyeToy camera for Sony, demonstrates how it translates body movements to inject a player into a video game. (Photo by Peter DaSilva for The New York Times)(pg. G1); NO JOYSTICK REQUIRED -- The EyeToy camera, below, comes with 12 games. In Keep Ups, the player tries to keep a soccer ball aloft; Kung Foo involves swatting ninjas that swarm across the screen. (pg. G6) Correction: November 14, 2003, Friday An article in Circuits yesterday about a Sony engineer who developed a camera-and-sensor technology for the PlayStation 2 video console misspelled his surname. He is Richard Marks, not Marx. http://www.nytimes.com/2003/11/13/te...l?pagewanted=2 example : At Sony's research and development lab in Foster City, Calif., on the northern fringe of Silicon Valley, several EyeToy projects are under way. A hover boarding game allows the player to speed through a course by leaning his head forward or to bank a sharp turn by shifting to one side. Add a colored ball in each hand, and the player can perform midair stunts by rotating his arms. What released last year: released 2009 ![]() Wink you can bring technology to a company , but convincing the CEO's to support it is another thing when Nintendo made Motion Controll's something that the Industry could support. Some CEO's and many of the industry see Motion Controll's for what they are not Gimick's but something that HAD value back in 2003, as it does in 2010 Sony Did'nt Copy, they were just Late because the CEO's did not concentrate on it's application's, I think Now some of those very same CEO's will be kess likely to ignore some of the technology's that people bring up in R&D in the future PART B: Wii remote when was it first shown The controller was revealed at the TGS on October 14, 2005, with the name "Wii Remote" announced April 27, 2006. SONY's concept of the playstation wand : Invention: Magic wand for gamers * 16:41 23 August 2005 by Barry Fox For over 30 years, Barry Fox has trawled the world's weird and wonderful patent applications each week, digging out the most exciting, intriguing and even terrifying new ideas. His column, Invention, is now available exclusively online. Please send us your feedback. Magic wand PlayStation gamers are always looking for exciting new ways to control the onscreen action, but using a camera to track a player's body movement has not worked reliably, admits Sony. The camera gets confused by other things in the room. Sony's new idea is to plug a webcam into the console, and give the gamer a handheld wand similar to a pocket flashlight. The wand has a battery, a few mouse-like buttons and several different coloured LEDs that can be switched on and off in various combinations. By pressing the buttons and waving the wand towards the webcam, the gamer can click to shoot aliens, drag-and-drop images on screen and navigate menus. The webcam is tuned to see only pure bright colours and map their motion in space, so it can ignore ordinary room lights. And if two people have wands with different coloured LEDs, they can play against each other. Read about Sony's gaming wand here (pdf format). http://www.newscientist.com/article/dn7890 so 2 month's after Sony's concept the Wii remote get's shown Laughing They were working on the same concept at the same time just Nintendo released first an Sony may have wanted to see how the Wii did in the market before it released it's own motion control's. ![]() Last edited by joeorc; 03-14-2010 at 06:03 AM. |
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#68 |
Blu-ray Ninja
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http://us.playstation.com/ps3/access...cph-98060.html
Scroll down to the featured games, GT5, Modnation Racers and Split Second?! |
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#70 | |||
Blu-ray Knight
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I have nothing against this stuff guys - you don't need to make me see the light. If it's a great technology and Sony supports it - I'll be there right along with you. ![]() |
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#71 | |
Blu-ray Knight
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That sounds promising. I really like High Velocity Bowling and if they'll allow controlling the spin with motion, I think it would be just about perfect. Hopefully that's part of the patch but if not, I'll give the other a shot (if it allows that). |
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#72 | ||
Blu-ray Ninja
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http://www.eurogamer.net/articles/so...terview?page=2 Quote:
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#73 |
Super Moderator
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What's this about a LBP2?
Another Slider video, this one briefly shows the main menu and character select fully translated to English. They play with Tobio the private detective and don't know how to jump! Last edited by Shin-Ra; 03-14-2010 at 07:11 PM. |
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#75 |
Super Moderator
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Actually it wasn't in their TGS press release. My mistake.
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#76 |
Blu-ray Ninja
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This looks way better than what the Wii implements. The MOVE seems to be way more responsive, allows more movement, and graphics will look superb. I told my wife the other day it looks like our Wii won't be needed much if at all anymore. Only thing for it would be Mario games, Zelda, and some oldschool games. We got a Wii at Christmas and haven't even used it for like a month now.
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#77 |
Blu-ray Knight
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Watched the video - seemed like some fun games - although, I have to admit, I didn't see why anyone would need the "Move Wand" for Socom 4. He didn't appear to be doing anything with it that he could do more simply with a regular controller.
I figured they'd have a play gun or something for it. That would be cool. Looks like fun - I'm hoping my PSEye that I bought years ago is good and doesn't need a "up-to-date" PSEye or anything. I only say that because the people in the video seemed to be playing in a dark room and my PSEye still isn't completely accurate without a lot of lighting (although it is heads and shoulders above the old PS2 Eyetoy). I'll probably end up getting this for the wife and kids. |
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#78 |
Super Moderator
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A regular controller right analog stick isn't accurate or quick for pointing. A vast majority of pad shooters use software aim assistance, so many still don't get it right and it's difficult to aim at the body part you want to shoot even on a still target. Varying levels of zoom helps and you may have had to swipe over a moving target and time pulling the trigger at the moment you pass over the head rather than having the aim accuracy to just point exactly where you want.
Move aiming is much closer to what's possible with a mouse. Last edited by Shin-Ra; 03-14-2010 at 11:12 PM. |
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#80 | |
Super Moderator
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4 Move controllers can connect and be tracked by the camera.
Bluetooth allows up to 7 devices in addition to the PS3 so only three sub-controllers could be used. Also depending how close you sit would affect how many players fit in the camera's field of view or the depth reading accuracy. Party games aren't going to be a problem with 4 but more sim like experiences I think you'd probably only want with 2 players. Quote:
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