Archery in WSR and the wand were identical...

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nintendo-4life

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#51 nintendo-4life
Member since 2004 • 18281 Posts

Heres an important point no one has even mentioned in regards to the xbox and PS3 motion (more so to natal). Actually i think the PS3 will have it.

This is Forcefeedback/rumble. I mean i think Natal is a great idea but imagine playing a racing game and when you crash, the control wont rumble since you dont have one. And for fighting games, although your hitting something on the screen, it will feel weird in real life since you will be just going through air.

The Wii kind of compensates for this with slight rumble, where on impact, the controller will shake. I think because of this it will make Natal and maybe the sony wand very very limited in the amount of genres it can do.

Anyway i do agree with you, i too thought they were pretty much identical. I dont know where Cows got the notion that their motion was far superior to Wii+.

error_202
yeah i never really noticed that before..
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Ontain

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#52 Ontain
Member since 2005 • 25501 Posts
[QUOTE="goblaa"]

I don't know. The guy at the PS3 conference was aiming all over the place. He couldn't keep his bow still for a second.

At least he was shooting the undead...more interesting than targets.

Vandalvideo
Ya'ever tried aiming a bow at full tension? It ain't as easy as WSR would make you think.

it's not like there's any tension in either of the archery demos.
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Ontain

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#53 Ontain
Member since 2005 • 25501 Posts
[QUOTE="Vandalvideo"][QUOTE="nintendo-4life"]

[QUOTE="OreoMilkshake"][QUOTE="ReaperV7"]the playstation motion controller looked more responsive and precise judging by the demonstrations. The wiimote still relies on a sensor bar which limits your playing field unlike the playstation motion controller where you can move around in the room your in while moving around in the game world, simply because its using similar technology to what they use for motion capture in hollywood. ReaperV7

The sensor bar is for the pointer. Not motion controls.

you still need it for aiming (i.e. the bow demonstration for both wiimote+ and PS motion controller). what sucks is that if your not far enough from the sensor bar ,your force to point at it. Since the PS eye is involved with the motion controllers you have a much broader range vertically and horizontally .

what that archery demo showed was that you didn't need to point at the sensor bar to aim. (although with sensor bar it would be MUCH more accurate than either the sony wand or the wiimontion+ on their own)
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Ontain

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#54 Ontain
Member since 2005 • 25501 Posts
[QUOTE="goblaa"]

[QUOTE="ReaperV7"]the playstation motion controller looked more responsive and precise judging by the demonstrations. The wiimote still relies on a sensor bar which limits your playing field unlike the playstation motion controller where you can move around in the room your in while moving around in the game world, simply because its using similar technology to what they use for motion capture in hollywood. ReaperV7

No it doesn't. Waggle uses no part of the sensor bar.

I don't know whay people complain about the wiimote when they have no idea how it works...

oh crap i forgot that neither the wiimote or the ps motion controller point when using the bow....my bad...but the sensor bar still is dated technology.

you realize that it's the same basic idea as the sony one. the wand balls are the IR sources (or whatever they are emitting) and the camera is doing the same thing that the wiimote camera is doing in terms of motion sensing. however the senor bar provides 2 points of reference while the wand is only 1 so pointing would need a combination of the accelerometer and camera. in terms of an fps I see the sensor bar scheme working better.
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error_202

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#55 error_202
Member since 2005 • 313 Posts

[QUOTE="error_202"]

Heres an important point no one has even mentioned in regards to the xbox and PS3 motion (more so to natal). Actually i think the PS3 will have it.

This is Forcefeedback/rumble. I mean i think Natal is a great idea but imagine playing a racing game and when you crash, the control wont rumble since you dont have one. And for fighting games, although your hitting something on the screen, it will feel weird in real life since you will be just going through air.

The Wii kind of compensates for this with slight rumble, where on impact, the controller will shake. I think because of this it will make Natal and maybe the sony wand very very limited in the amount of genres it can do.

Anyway i do agree with you, i too thought they were pretty much identical. I dont know where Cows got the notion that their motion was far superior to Wii+.

nintendo-4life

yeah i never really noticed that before..

Get ready for lemmings to start saying "rumble is last gen!"

jk

But yeah, Natal is supposed to bring realism but without some sort of rumble or forcefeedback then its less realistic than the Wiimote.

In an FPS you can use the Wii controller as a gun, when it shoots, it will feel like clips are falling out, you can hear the sound from the controlleretc. But i mean with Natal, just holding air that doesnt feel, look or sound like a gun is kinda lame. Probably better accuracy but at the cost of immersion.

Thats why i overall believe Natal wont be used more than a few tech demos and mini-games. I love mini-games so thats cool with me.

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KungfuKitten

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#56 KungfuKitten
Member since 2006 • 27389 Posts

We can talk about both now, but reality states the glowing ball wand (that thing is so so wrong >.> ) will take a year to arrive.
It will have a year of fun to catch up on. GL.

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cheapness1

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#57 cheapness1
Member since 2003 • 883 Posts

errrrr...you guys do know you're comparing a prototype to a full retail game right?

Sony showed a tech demo of archery and you're comparing it to an archery game in Wii Sports Resort

The reason it shook so much is because the guys hands were shaking, obviously...they didn't calibrate the sensitivity at all for that as its a prototype!

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nintendo-4life

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#58 nintendo-4life
Member since 2004 • 18281 Posts

errrrr...you guys do know you're comparing a prototype to a full retail game right?

Sony showed a tech demo of archery and you're comparing it to an archery game in Wii Sports Resort

The reason it shook so much is because the guys hands were shaking, obviously...they didn't calibrate the sensitivity at all for that as its a prototype!

cheapness1
er... i am comparing the technology, not the games per se. If you're not happy about that then compare the sword fighting in both tech demoes. its the same.
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nintendo-4life

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#59 nintendo-4life
Member since 2004 • 18281 Posts

[QUOTE="ReaperV7"][QUOTE="goblaa"]

No it doesn't. Waggle uses no part of the sensor bar.

I don't know whay people complain about the wiimote when they have no idea how it works...

Ontain

oh crap i forgot that neither the wiimote or the ps motion controller point when using the bow....my bad...but the sensor bar still is dated technology.

you realize that it's the same basic idea as the sony one. the wand balls are the IR sources (or whatever they are emitting) and the camera is doing the same thing that the wiimote camera is doing in terms of motion sensing. however the senor bar provides 2 points of reference while the wand is only 1 so pointing would need a combination of the accelerometer and camera. in terms of an fps I see the sensor bar scheme working better.

I don't think it's IR because if that was the case then it would pick up everything such as candles and such... No i believe it's some different technology. But yeah the effect is the same.

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KungfuKitten

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#60 KungfuKitten
Member since 2006 • 27389 Posts

[QUOTE="Ontain"][QUOTE="ReaperV7"] oh crap i forgot that neither the wiimote or the ps motion controller point when using the bow....my bad...but the sensor bar still is dated technology. nintendo-4life

you realize that it's the same basic idea as the sony one. the wand balls are the IR sources (or whatever they are emitting) and the camera is doing the same thing that the wiimote camera is doing in terms of motion sensing. however the senor bar provides 2 points of reference while the wand is only 1 so pointing would need a combination of the accelerometer and camera. in terms of an fps I see the sensor bar scheme working better.

I don't think it's IR because if that was the case then it would pick up everything such as candles and such... No i believe it's some different technology. But yeah the effect is the same.

I think it's like the body recognition. But made much simpler for the camera since they are the Huge Glowing Orbses of Oblivion (come in different colours). I haven't seen the full demonstrations. That's my bet though. And some motion sensors like gyroscopes in the sticks. Balls on sticks. What a weird world we live in.
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nintendo-4life

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#61 nintendo-4life
Member since 2004 • 18281 Posts
[QUOTE="nintendo-4life"]

[QUOTE="Ontain"] you realize that it's the same basic idea as the sony one. the wand balls are the IR sources (or whatever they are emitting) and the camera is doing the same thing that the wiimote camera is doing in terms of motion sensing. however the senor bar provides 2 points of reference while the wand is only 1 so pointing would need a combination of the accelerometer and camera. in terms of an fps I see the sensor bar scheme working better.KungfuKitten

I don't think it's IR because if that was the case then it would pick up everything such as candles and such... No i believe it's some different technology. But yeah the effect is the same.

I think it's like the body recognition. But made much simpler for the camera since they are the Huge Glowing Orbses of Oblivion (come in different colours). I haven't seen the full demonstrations. That's my bet though. And some motion sensors like gyroscopes in the sticks. Balls on sticks. What a weird world we live in.

your post was so twisted, but i actually understood what you said :P
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deactivated-598fc45371265

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#62 deactivated-598fc45371265
Member since 2008 • 13247 Posts

The difference is quite obvious. In Wii Sportsthey shooted targets, in the Sony tech demo they shooted stone zombie warrior things.

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Kashiwaba

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#63 Kashiwaba
Member since 2005 • 8059 Posts

Sony's motion control is exactly the same technology used to make movie's CGI the only new thing that they did is making it work without blue screen.

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ThePlothole

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#64 ThePlothole
Member since 2007 • 11515 Posts

Sony's motion control is exactly the same technology used to make movie's CGI the only new thing that they did is making it work without blue screen.

Kashiwaba

Well it works like the motion tracking system that is often used to make CG characters in movies and games seem more realistic. That has never needed a bluescreen. What is different here is that they've accomplished it with just one camera. Usually you need several at different angles.

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KungfuKitten

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#65 KungfuKitten
Member since 2006 • 27389 Posts

[QUOTE="KungfuKitten"][QUOTE="nintendo-4life"] I don't think it's IR because if that was the case then it would pick up everything such as candles and such... No i believe it's some different technology. But yeah the effect is the same.

nintendo-4life

I think it's like the body recognition. But made much simpler for the camera since they are the Huge Glowing Orbses of Oblivion (come in different colours). I haven't seen the full demonstrations. That's my bet though. And some motion sensors like gyroscopes in the sticks. Balls on sticks. What a weird world we live in.

your post was so twisted, but i actually understood what you said :P

I am twisted :twisted: thanks! I write thoughtpatterns not stories.

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TheGrat1

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#66 TheGrat1
Member since 2008 • 4330 Posts
[QUOTE="SpruceCaboose"][QUOTE="nintendo-4life"] such as?nintendo-4life
Did you not watch the Sony E3 conference?

i saw it, but as far as i know the only thing that was demonstrated on both systems were sword play and archery, IMO they looked very very very close to each other. http://www.youtube.com/watch?v=acND4sO3pJs

In the vid you showed, I saw some slight latency when he was waving his sword very fast. Although these guys don't seem like top tier developers so I will give M+ the benefiet of the doubt. And I hope that is'nt a game they are trying to sell. >.> Even as a tech demo it sucks.
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#67 TheGrat1
Member since 2008 • 4330 Posts
[QUOTE="goblaa"]

I don't know. The guy at the PS3 conference was aiming all over the place. He couldn't keep his bow still for a second.

At least he was shooting the undead...more interesting than targets.

I don't know what was up with Anton. He was going all over tha place though he manaaged to hit. But then on the very next attemp he pulled off a headshot like it was nothing. And then nailed the guy at the very back of the pack with a full tension bow. My guess: hee moved too far to his left or right and had to re-center himself.
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Luigi_Vincetana

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#68 Luigi_Vincetana
Member since 2004 • 7389 Posts
Well Sony's was slightly superior from a technical point of view (as the aim was based off the relative position of the two controllers from each other, not just how the front controller is tilted) However, no one would actually notice this difference in game, unless they're specifically trying to break the system (In WSR archery you could technically hold the Wii mote to your chest and pull the nunchuck in from your side and the game wouldn't notice the difference). WSR archery is definitely more polished then that simple tech demo, though.