The PS3's sixaxis controller can do everything the Wiimote can except point.

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vitz3

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#1 vitz3
Member since 2004 • 1884 Posts

If you think about it the sixaxis has the exact capabilites of the Wiimote. Except for the pointing device which isn't really that accurate, Sony's controller can replicate all of the motion commands the Wiimote can.

It can detect horizontal, vertical, roll and yaw to a much better degree than the Wiimote. Much of this has to do with how many bits of information are allocated to the position data of the controller. The PS3's sixaxis has more detectable positions than the Wiimote.

One thing I do concede to is the fact that the Wiimote is more user-friendly than the sixaxis.

I do find the Wiimote's screen-aiming to be very inaccurate for nearly any widescreen TV. It seems to accelerate towards the left and right edges. Also the sensor bar seems to only been made for 4:3 tv's 27" or smaller. It doesn't work on well on a 56" DLP TV very well.

So what do you think? Can the sixaxis controller do everything the wiimote can sans pointing?

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obsolete2k1

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#2 obsolete2k1
Member since 2007 • 990 Posts
this was discussed to death after sony stole nintendo's wiimote idea at the 11th hour before releasing the ps3. they should have stuck with the batarang.
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Cooldude224

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#3 Cooldude224
Member since 2005 • 3116 Posts
this was discussed to death after sony stole nintendo's wiimote idea at the 11th hour before releasing the ps3. they should have stuck with the batarang.obsolete2k1
lol the batarang was awsome :lol:
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princeofshapeir

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#4 princeofshapeir
Member since 2006 • 16652 Posts

[QUOTE="obsolete2k1"]this was discussed to death after sony stole nintendo's wiimote idea at the 11th hour before releasing the ps3. they should have stuck with the batarang.Cooldude224
lol the batarang was awsome :lol:

It would have worked great with Nintendo games. Imagine throwing Link's boomerang with that thing! Hell, you'll even want to throw the controller itself once you realize how stupid it is! :lol:

Unfortunately, it won't come back. :(

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NinjaMunkey01

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#5 NinjaMunkey01
Member since 2007 • 7485 Posts
The wiimote is way better than the sixaxis. I have a ps3 and wii, the ps3 does not need motion sensing, its good to break up gameplay, but its not designed to be used like the wiimote.
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GraveRIP

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#6 GraveRIP
Member since 2007 • 473 Posts
No, check your facts. Count the fact that you just got rumble, which, correct me if in wrong cant be used for games that were released before rumble. The more percison statement is more wrong.Six Axis is called six axis for the six directions it measured. Wii is measured 360 degrees. I could go on but i think you got the point.
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Ontain

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#7 Ontain
Member since 2005 • 25501 Posts
the pointing device is quite accurate actually. and the sixaxis doesn't have a nunchuk that can had motion control as well. it's like mono verse stereo.
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vitz3

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#8 vitz3
Member since 2004 • 1884 Posts

No, check your facts. Count the fact that you just got rumble, which, correct me if in wrong cant be used for games that were released before rumble. The more percison statement is more wrong.Six Axis is called six axis for the six directions it measured. Wii is measured 360 degrees. I could go on but i think you got the point.GraveRIP

Actually no. The wiimote can only detect the same degrees that the Sixaxis can. X horizontal movement, Y Horizontal, Z Up, Z down, roll, and pitch. Makes sense since those are the only axis available in 3 dimensions. In other words, reality.

So the sixaxis is aptly named. Since it can determine it's relative motion/position in a 3D space.

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princeofshapeir

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#9 princeofshapeir
Member since 2006 • 16652 Posts

Sony is far too stupid to take advantage of this revelation.

/thread

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Arsuz

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#10 Arsuz
Member since 2003 • 2318 Posts

The PS3's sixaxis has more detectable positions than the Wiimote.

vitz3

And what exactly makes you believe this?

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Heil68

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#11 Heil68
Member since 2004 • 60812 Posts
I think it does a good job at certain things.
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KungfuKitten

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#12 KungfuKitten
Member since 2006 • 27389 Posts
Nunchuk + wiimote.. sixaxis.. two hands..
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vitz3

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#13 vitz3
Member since 2004 • 1884 Posts
[QUOTE="vitz3"]

The PS3's sixaxis has more detectable positions than the Wiimote.

Arsuz

And what exactly makes you believe this?

48-bits of data versus 10.

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Cristallis

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#14 Cristallis
Member since 2007 • 667 Posts

It's funny how Sony copies everything, besides the Wiimote's best feature.

The pointer is the redeeming point of the Wii, makes games like Zelda: TP easier, makes games like Trauma Center and is used in FPSs.

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Ontain

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#15 Ontain
Member since 2005 • 25501 Posts

[QUOTE="GraveRIP"]No, check your facts. Count the fact that you just got rumble, which, correct me if in wrong cant be used for games that were released before rumble. The more percison statement is more wrong.Six Axis is called six axis for the six directions it measured. Wii is measured 360 degrees. I could go on but i think you got the point.vitz3

Actually no. The wiimote can only detect the same degrees that the Sixaxis can. X horizontal movement, Y Horizontal, Z Up, Z down, roll, and pitch. Makes sense since those are the only axis available in 3 dimensions. In other words, reality.

So the sixaxis is aptly named. Since it can determine it's relative motion/position in a 3D space.

you forget that the wiimote's pointer system can also be used to detect the relative distance from the screen. something that the sixaxis can not do either.

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vitz3

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#16 vitz3
Member since 2004 • 1884 Posts
[QUOTE="vitz3"]

[QUOTE="GraveRIP"]No, check your facts. Count the fact that you just got rumble, which, correct me if in wrong cant be used for games that were released before rumble. The more percison statement is more wrong.Six Axis is called six axis for the six directions it measured. Wii is measured 360 degrees. I could go on but i think you got the point.Ontain

Actually no. The wiimote can only detect the same degrees that the Sixaxis can. X horizontal movement, Y Horizontal, Z Up, Z down, roll, and pitch. Makes sense since those are the only axis available in 3 dimensions. In other words, reality.

So the sixaxis is aptly named. Since it can determine it's relative motion/position in a 3D space.

you forget that the wiimote's pointer system can also be used to detect the relative distance from the screen. something that the sixaxis can not do either.

How about reading the OP first?

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river_rat3117

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#17 river_rat3117
Member since 2003 • 3474 Posts

the wiis has speakers in it so :P

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Ontain

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#18 Ontain
Member since 2005 • 25501 Posts
[QUOTE="Arsuz"][QUOTE="vitz3"]

The PS3's sixaxis has more detectable positions than the Wiimote.

vitz3

And what exactly makes you believe this?

48-bits of data versus 10.

got a link to that with an explanation of what data is sent?

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vitz3

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#19 vitz3
Member since 2004 • 1884 Posts

the wiis has speakers in it so :P

river_rat3117

They sound like a tin can-string-phone. It's also only 1-way communication.

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GunSmith1_basic

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#20 GunSmith1_basic
Member since 2002 • 10548 Posts
if this is true they why have games pretty much only used a little bit of tilting. I dont see why there couldnt' be a wiisports clone, and wiisports is one of the biggest system sellers this gen
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enygma500

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#21 enygma500
Member since 2005 • 3004 Posts

If you think about it the sixaxis has the exact capabilites of the Wiimote. Except for the pointing device which isn't really that accurate, Sony's controller can replicate all of the motion commands the Wiimote can.

It can detect horizontal, vertical, roll and yaw to a much better degree than the Wiimote. Much of this has to do with how many bits of information are allocated to the position data of the controller. The PS3's sixaxis has more detectable positions than the Wiimote.

One thing I do concede to is the fact that the Wiimote is more user-friendly than the sixaxis.

I do find the Wiimote's screen-aiming to be very inaccurate for nearly any widescreen TV. It seems to accelerate towards the left and right edges. Also the sensor bar seems to only been made for 4:3 tv's 27" or smaller. It doesn't work on well on a 56" DLP TV very well.

So what do you think? Can the sixaxis controller do everything the wiimote can sans pointing?

vitz3

i strongly agree with you on the widescreen and big screen issues. i barely have to move my remote and the thing just zips accross the screen. it made metroid not very enjoyable

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Ontain

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#22 Ontain
Member since 2005 • 25501 Posts
[QUOTE="Ontain"][QUOTE="vitz3"]

[QUOTE="GraveRIP"]No, check your facts. Count the fact that you just got rumble, which, correct me if in wrong cant be used for games that were released before rumble. The more percison statement is more wrong.Six Axis is called six axis for the six directions it measured. Wii is measured 360 degrees. I could go on but i think you got the point.vitz3

Actually no. The wiimote can only detect the same degrees that the Sixaxis can. X horizontal movement, Y Horizontal, Z Up, Z down, roll, and pitch. Makes sense since those are the only axis available in 3 dimensions. In other words, reality.

So the sixaxis is aptly named. Since it can determine it's relative motion/position in a 3D space.

you forget that the wiimote's pointer system can also be used to detect the relative distance from the screen. something that the sixaxis can not do either.

How about reading the OP first?

I did. i'm not talking about the pointing ability but rather that the same technology can be used (and is used) to get 3d depth position rather than just detecting motion along a vector (which is not as accurate).

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thegoldenpoo

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#23 thegoldenpoo
Member since 2005 • 5136 Posts
the sixaxis is just a gimmic, all the waggle and none of the practicality. it was just a terrible idea, sony should have just stuck to their guns and not gone with a broken nintendo-esque feature, i mean seriously wot does the sixaxis add over a regualy remote? i cringe everytime i have to use the thing.
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Ontain

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#24 Ontain
Member since 2005 • 25501 Posts

i strongly agree with you on the widescreen and big screen issues. i barely have to move my remote and the thing just zips accross the screen. it made metroid not very enjoyable

enygma500

I have a 42" LCD and it worked fine. it's probably a combination how your distance from the sensor bar and the sensitivity you set the wiimote to.

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Weslii

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#25 Weslii
Member since 2007 • 2309 Posts
The pointing is the main thing of the wii-mote and yes, it's accurate. Very accurate that is.
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SeanBond

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#26 SeanBond
Member since 2003 • 2136 Posts

The wiimote is way better than the sixaxis. I have a ps3 and wii, the ps3 does not need motion sensing, its good to break up gameplay, but its not designed to be used like the wiimote.NinjaMunkey01

Well said. The motion control in the sixaxis truly is a gimmick, whereas the wiimote, when utilized correctly, can greatly enhance gameplay (Metroid Prime 3).

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goblaa

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#27 goblaa
Member since 2006 • 19304 Posts
Except it's not in two halves, severly limiting what you can do.
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Superstrokey

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#28 Superstrokey
Member since 2005 • 832 Posts

On my PS3 i hate the sixaxis lol (well not really but i dont really like it). The wiimote is far more accurate and just works better there is no debating this. Do i think the siaxis has potential? Yes but as much as the wiimote? Not a chance. Its a good attempt but there isnt really too much success to it

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goblaa

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#29 goblaa
Member since 2006 • 19304 Posts
Also, isn't there a widescreen setting in the wii's menu?
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vitz3

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#30 vitz3
Member since 2004 • 1884 Posts

got a link to that with an explanation of what data is sent?

Ontain

Well I messed up on one point. It's 8-bits of motion data for the Wii. LOL

Link

And here's a picture of the sixaxis motion diagnostic tool for PC running on my computer.

See that string of numbers running up to 47? In mathematics you must have a 0 so include the zero on the far left and you get the amount of bits that the controller's motion can transmit.

Also the little bumps in the motion line are from me just holding the controller. That is my pulse! It's not even very high at all either. So yeah the sixaxis is more sensitive.

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rockydog1111

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#31 rockydog1111
Member since 2006 • 2079 Posts

No, check your facts. Count the fact that you just got rumble, which, correct me if in wrong cant be used for games that were released before rumble. The more percison statement is more wrong.Six Axis is called six axis for the six directions it measured. Wii is measured 360 degrees. I could go on but i think you got the point.GraveRIP

WiiMote>>>Sixaxis for Motion Sensing. Many games have been patched to now have rumble. In fact if a grenade blows up beside you in Resistance, the controller only vibrates on that side. Kinda cool.

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vitz3

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#32 vitz3
Member since 2004 • 1884 Posts

WiiMote>>>Sixaxis for Motion Sensing. Many games have been patched to now have rumble. In fact if a grenade blows up beside you in Resistance, the controller only vibrates on that side. Kinda cool.

rockydog1111

Did you mean WiiPS3. Just checking.

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Ontain

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

got a link to that with an explanation of what data is sent?

vitz3

Well I messed up on one point. It's 8-bits of motion data for the Wii. LOL

Link

And here's a picture of the sixaxis motion diagnostic tool for PC running on my computer.

See that string of numbers running up to 47? In mathematics you must have a 0 so include the zero on the far left and you get the amount of bits that the controller's motion can transmit.

Also the little bumps in the motion line are from me just holding the controller. That is my pulse! It's not even very high at all either. So yeah the sixaxis is more sensitive.

from your own chart i see that x y and z have 256 values. that is 8bits for each. from the wiili.org link i see that the wiimote also uses 8 bits per plane as well.

"where 0x86 is the X-axis measurement, 0x8a is the Y-axis measurement, and 0xa5 is the Z-axis measurement."

those values there are in hex. 2 places of hex has a max of 256 values. same as sixaxis.

thanks for proving to me you're wrong.

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TMontana1004

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#34 TMontana1004
Member since 2007 • 4537 Posts
Too bad it doesn't have rumble. You have to go out and buy another if you want that feature. What a sham! :lol: :lol: :lol:
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#35 frankeyser
Member since 2004 • 5667 Posts
[QUOTE="vitz3"]

If you think about it the sixaxis has the exact capabilites of the Wiimote. Except for the pointing device which isn't really that accurate, Sony's controller can replicate all of the motion commands the Wiimote can.

It can detect horizontal, vertical, roll and yaw to a much better degree than the Wiimote. Much of this has to do with how many bits of information are allocated to the position data of the controller. The PS3's sixaxis has more detectable positions than the Wiimote.

One thing I do concede to is the fact that the Wiimote is more user-friendly than the sixaxis.

I do find the Wiimote's screen-aiming to be very inaccurate for nearly any widescreen TV. It seems to accelerate towards the left and right edges. Also the sensor bar seems to only been made for 4:3 tv's 27" or smaller. It doesn't work on well on a 56" DLP TV very well.

So what do you think? Can the sixaxis controller do everything the wiimote can sans pointing?

enygma500

i strongly agree with you on the widescreen and big screen issues. i barely have to move my remote and the thing just zips accross the screen. it made metroid not very enjoyable

I was wondering if any of you realize that you can adjsut your wiimotes sensativity?

My wii upstairs is played on a 42 inch lcd and works fine, espeically games like prime 3 play great on it, down stairs i play on a 65 inch (i think) projector and it works fine. i just had to go into the wii menu and set up my sensativity and distance from sesnor bar. check your manuals on how to do this.

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Arsuz

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#36 Arsuz
Member since 2003 • 2318 Posts
[QUOTE="vitz3"][QUOTE="Ontain"]

got a link to that with an explanation of what data is sent?

Ontain

Well I messed up on one point. It's 8-bits of motion data for the Wii. LOL

Link

And here's a picture of the sixaxis motion diagnostic tool for PC running on my computer.

See that string of numbers running up to 47? In mathematics you must have a 0 so include the zero on the far left and you get the amount of bits that the controller's motion can transmit.

Also the little bumps in the motion line are from me just holding the controller. That is my pulse! It's not even very high at all either. So yeah the sixaxis is more sensitive.

from your own chart i see that x y and z have 256 values. that is 8bits for each. from the wiili.org link i see that the wiimote also uses 8 bits per plane as well.

"where 0x86 is the X-axis measurement, 0x8a is the Y-axis measurement, and 0xa5 is the Z-axis measurement."

those values there are in hex. 2 places of hex has a max of 256 values. same as sixaxis.

thanks for proving to me you're wrong.

Well whenever I fail to counter an argument, or like in this case understand the argument, due to my limited knowledge on digital systems I resort to fanboyish comments: LAWL HAVE FUN PLAYING LAIR WITH YOUR "SUPERIOR" CONTROLLER, WHILE I'LL BE PLAYING RE4Wii and MP3!!! :lol: :lol: :lol:

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vitz3

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#37 vitz3
Member since 2004 • 1884 Posts

Well whenever I fail to counter an argument, or like in this case understand the argument, due to my limited knowledge on digital systems I resort to fanboyish comments: LAWL HAVE FUN PLAYING LAIR WITH YOUR "SUPERIOR" CONTROLLER, WHILE I'LL BE PLAYING RE4Wii and MP3!!! :lol: :lol: :lol:

Arsuz

You mean you'll be playing a remake/port and an inch forward sequel?

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Arsuz

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#38 Arsuz
Member since 2003 • 2318 Posts
[QUOTE="Arsuz"]

Well whenever I fail to counter an argument, or like in this case understand the argument, due to my limited knowledge on digital systems I resort to fanboyish comments: LAWL HAVE FUN PLAYING LAIR WITH YOUR "SUPERIOR" CONTROLLER, WHILE I'LL BE PLAYING RE4Wii and MP3!!! :lol: :lol: :lol:

vitz3

You mean you'll be playing a remake/port and an inch forward sequel?

Both which are universally praised by reviewers for having excelent controlls. Can't say that about Lair now can you ;)

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Ontain

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

from your own chart i see that x y and z have 256 values. that is 8bits for each. from the wiili.org link i see that the wiimote also uses 8 bits per plane as well.

"where 0x86 is the X-axis measurement, 0x8a is the Y-axis measurement, and 0xa5 is the Z-axis measurement."

those values there are in hex. 2 places of hex has a max of 256 values. same as sixaxis.

thanks for proving to me you're wrong.

Arsuz

Well whenever I fail to counter an argument, or like in this case understand the argument, due to my limited knowledge on digital systems I resort to fanboyish comments: LAWL HAVE FUN PLAYING LAIR WITH YOUR "SUPERIOR" CONTROLLER, WHILE I'LL BE PLAYING RE4Wii and MP3!!! :lol: :lol: :lol:

you're not the only one that didn't understand. clearly the TC didn't understand when he linked that information. the 47 number that he uses is actually bytes not bits. and it's all the info including analog sticks and buttons. both the wiimote and the sixaxis use 3 bytes for motion sensing.

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Blackbond

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#40 Blackbond
Member since 2005 • 24516 Posts

If you think about it the sixaxis has the exact capabilites of the Wiimote. Except for the pointing device which isn't really that accurate, Sony's controller can replicate all of the motion commands the Wiimote can.

It can detect horizontal, vertical, roll and yaw to a much better degree than the Wiimote. Much of this has to do with how many bits of information are allocated to the position data of the controller. The PS3's sixaxis has more detectable positions than the Wiimote.

One thing I do concede to is the fact that the Wiimote is more user-friendly than the sixaxis.

I do find the Wiimote's screen-aiming to be very inaccurate for nearly any widescreen TV. It seems to accelerate towards the left and right edges. Also the sensor bar seems to only been made for 4:3 tv's 27" or smaller. It doesn't work on well on a 56" DLP TV very well.

So what do you think? Can the sixaxis controller do everything the wiimote can sans pointing?

vitz3

  1. Well for starters your assumptions on Wide Screen TV's are wrong
  2. Your assumption on very Large TV's is also wrong
  3. The Wiimote has two independent sides of controller while the six-axis only has one. Its possible to use two different of motion input on the Wiimote at one time while on the six-axis only one is possible.

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prozack28

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#41 prozack28
Member since 2006 • 735 Posts
alright..... tell me. how would you use your six-axis like a baseball bat? why doesn't the ps3 have a version of wii sports?
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arinya

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#42 arinya
Member since 2006 • 1054 Posts

PS3 does not have speaker...no nunchuck and it's akward to play with...hated the mini games on Ratchet and Clank cuz it felt so stupid moving the sixaxis controler around....please just stop...

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vitz3

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#43 vitz3
Member since 2004 • 1884 Posts
  1. Well for starters your assumptions on Wide Screen TV's are wrong
  2. Your assumption on very Large TV's is also wrong
  3. The Wiimote has two independent sides of controller while the six-axis only has one. Its possible to use two different of motion input on the Wiimote at one time while on the six-axis only one is possible.

Blackbond

Name ONE game that uses both sides of the controller with decent accuracy. Wii Boxing don't count since I can waggle both sides and send a flurry of death at the opposition.

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Wasdie

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#44 Wasdie  Moderator
Member since 2003 • 53622 Posts
The beauty of it is your aren't forced to use the motion sensing as well.
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Blackbond

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#45 Blackbond
Member since 2005 • 24516 Posts
[QUOTE="Blackbond"]
  1. Well for starters your assumptions on Wide Screen TV's are wrong
  2. Your assumption on very Large TV's is also wrong
  3. The Wiimote has two independent sides of controller while the six-axis only has one. Its possible to use two different of motion input on the Wiimote at one time while on the six-axis only one is possible.

vitz3

Name ONE game that uses both sides of the controller with decent accuracy. Wii Boxing don't count since I can waggle both sides and send a flurry of death at the opposition.

What do games have to do with the capabilities of the controller I just explained to you? Point is the controller can do things the Six-Axis cannot.

And still you're first two points on HDTV's are completely wrong.

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DeadMan1290

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#46 DeadMan1290
Member since 2005 • 15754 Posts
If it's so good that Sixaxis does these things, why do people MOCK the Wiimote so much calling it, Kiddymote and any other names?
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Ontain

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#48 Ontain
Member since 2005 • 25501 Posts

The beauty of it is your aren't forced to use the motion sensing as well.Wasdie

*cough*lair*cough*

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deactivated-5e0e425ee91d8

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#49 deactivated-5e0e425ee91d8
Member since 2007 • 22399 Posts
the wiimote has teh versitility :p, could you use sixaxis to do ANY of the sports in wii sports, play trauma center or most other things...the only game i can see the sixaxis doing (and clunky at that) is super mario galaxy.
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Can-o-Mark

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#50 Can-o-Mark
Member since 2005 • 3844 Posts
[QUOTE="Blackbond"]
  1. Well for starters your assumptions on Wide Screen TV's are wrong
  2. Your assumption on very Large TV's is also wrong
  3. The Wiimote has two independent sides of controller while the six-axis only has one. Its possible to use two different of motion input on the Wiimote at one time while on the six-axis only one is possible.

vitz3

Name ONE game that uses both sides of the controller with decent accuracy. Wii Boxing don't count since I can waggle both sides and send a flurry of death at the opposition.



The Godfather: Blackhand Edition and the archery in Mario & Sonic at the Olympics.