Sony: Why we turned down Kinect
Research and Design whiz Anton Mikhailov on the past, present and future of Move.
Is PlayStation Move merely an evolution of the Wii? Is it a poor substitute for the controller-free Kinect? Or is it the beginning of the future of motion controllers?
For Anton Mikhailov, a software engineer at Sony Computer Entertainment America's research and development department and, along with Dr. Richard Marks, one of the brains behind the snazzy tech, Move isn't a motion controller at all, and was never designed to be.
Speaking to Eurogamer, Mikhailov details how Move came to be, discusses where it will go next, and explains why Sony turned down Kinect in 2002.
Eurogamer: Did you have a stressful meeting with the execs when you pitched Move?
Anton Mikhailov: Yes. And, actually, at that time we were investigating a lot of technologies. We were looking into 3D cameras like Kinect. That started way back in 2002, so we already by that time had stopped that research. We worked with the London Studio guys on that.
Eurogamer: Why was that research stopped?
Anton Mikhailov: Research never so much stops. We break it off because we feel it's not cost-efficient any more. At some point you have to do a cost analysis and say, 'OK, this technology costs this much, it's able to do this much,' and you understand roughly what you get out of it and how much it costs you.
So when we were working with the 3D cameras we felt the cost of the camera outweighed the advantages of what it offered. The London Studio guys were familiar with EyeToy. With EyeToy, one of the toughest things is body-tracking. It's hard to segment the player from the background. You have lighting condition variations. That's why a lot of EyeToy games use motion-tracking instead of parts-tracking.
EyeToy: AntiGrav.
EyeToy: AntiGrav [released in 2005] was an interesting exception because it uses head-tracking along with hands-tracking. That's actually done by Harmonix, surprisingly enough, which did Dance Central.
Those guys said, '3D cameras solve a pretty crucial issue, which is segmenting the player from the background.' At first they were very excited and said it was great. But when you make the games what they found was while it was more robust it didn't fundamentally enable new kinds of games. The games themselves still played like EyeToy games.
Yes, there was a better sense of robustness, but the best case wasn't improved. It's only the worst case that improves. You still did very good exercise games. EyeToy: Kinetic was an awesome exercise game. The issue with EyeToy: Kinetic is sometimes in certain lighting conditions it just wouldn't work. The people that had Kinetic work had a great time with it, but when it didn't it was a downer.
With Kinect what they found... Or the PrimeSense cameras and 3DV cameras is, you can solve those lighting issues, but you still don't get a different experience. And it's very hard to apply to other sorts of genres.
That's Kinetic, not Kinect.
The EyeToy experience they felt was a bit played out. They still like it. It's not that the studio said, 'You know, we're done with that EyeToy tech.' Actually, one of the things they asked for was a one-handed controller. They were asking for something like an analogue stick so you can move around. One of the games they were working on is a magic-casting game so you use your hand to cast spells and use your other hand to walk around. There's just no way to do that walk around feature with gestures.
You can think of putting your hand forward and to the right or something like that. It's kinda cool, but it's not functional. It's fun for three minutes and then after a while you're like, well, why do I have to do this? I'd much rather have an analogue stick.
Eurogamer: None of the Kinect launch titles allow an avatar to move around in a 3D space using player gestures, do they?
Anton Mikhailov: I guess Joy Ride does a bit of that.
Eurogamer: Isn't it on rails?
Anton Mikhailov: Somebody sent out a video internally where there was a guy playing Joy Ride like this [holds up hands]. He's not moving. He's just staying like this, and he comes in third. And I was like... [whistles]. That's harsh.
But I guess so. I haven't actually analysed the games too intensely. If you just think about how you'd do it? If I want to go forward, what can I do? Well, I can put my hand forward. OK, that's pretty good. And I can move my hand to the left and right to go left and right. You get a joystick with your hand.
OK, that works, but is that something you want to do? Well, maybe for the first 10 minutes, or maybe for a short action. You can run in place, but nobody wants to run in place, and it's actually very hard to tell how fast the user wants to run.
So you lose these subtle and quick controls. We felt, what's the advantage you get? You get a magical experience. EyeToy felt magical as well, just because you have no controller. You can move and something happens. But you lose that sense of connectedness to the game. You get a ton of latency.
You sacrifice some of that for the advantage of it being intuitive. That's always a trade off. Ideally you can find an interface that is both intuitive and powerful, but it's very rare you find something that's catch-all. Even if Kinect was highly accurate and it could detect the tiniest motions, still for a sword game you'd want something in your hand because it feels weird to swing around just your hand. Your tactile feedback isn't correct. It doesn't trigger these wrist feelings. People are very physical in that sense.
For some actions, I can think of each of my finger touchings [on the palm of the hand] be a button, but that's much slower than pressing a regular button, and what's the advantage of that? So buttons are still very good for a lot of different applications. And that's just assuming perfect accuracy. In reality, the 3D cameras we surveyed and what Kinect ended up using, they're 320x240 resolution, so when you're talking about tracking fingers, or even tracking things like the rotations of your hand, you're working with 10x10 pixels. It's very hard to get anything useful out of it.
Kinect Adventures uses skeleton tracking. Just like those new machines at airports.
That's the long-winded answer of why we stopped that research. We basically got to a point where we felt we understood the limitations of the tech. Sony as a group wanted to do a motion controller that could work with a broad variety of games.
Motion controller is not quite the right term because what people think of motion control is you swing a gesture and an event triggers. What we were aiming for is a spatial input device, like a mouse, where it could map to a variety of actions.
We weren't trying to replace buttons by gestures. When you do that, you get some intuitiveness. You can swing a tennis racket and the character swings. That's nice. That lets people that don't usually play videogames play videogames.
But what you don't get is a competitive edge. You don't get that I can swing better. You don't have that tracking capability, so you can't analyse the player's motion. If you can do that, then you can do both. You get both an intuitive interface and you get something that's pretty powerful. That's what we're trying to do with Move. We wanted to bring a spatial input device, because that's something the DualShock's not very good at.
For example, if you want to create a level in LittleBigPlanet and you want to draw something over there, you have to slide your cursor there and then you have to rotate. With the Move you can just move it there and rotate the object quickly. It's a spatial task that's much better suited for a spatial controller.
For action games, take Ninja Gaiden, you're going for twitch movements. You want a very short throw analogue stick and buttons. That's better suited for the DualShock.
We realised what games we were good at, and what we were missing. We wanted to fill that space and never necessarily replace controllers. That was the rationale behind Move; get something that's complimentary to the DualShock rather than just try to replace it altogether.
Eurogamer: What needs to happen before Sony looks at Kinect-style tech again?
Anton Mikhailov: First, it has to be higher resolution, because at this current stage the cooler things you can do you really want some precision. Some of the neat demos we don't want to disclose, we would much rather have the camera be higher-res.
The next big one is the camera must run at least at 60Hz. 30Hz is awful. When we switched from EyeToy 30 to EyeToy 60 it was miraculously better. But some people don't notice that, so that's fine.
There are a couple of technical issues we ran into. For example, rubber is hard to track. While nobody should be wearing a rubber suit, often belts and things make an empty section through your waist, which causes some tracing problems. Dark jeans, fresh denim jeans often completely bug the tracking out. Skirts are hard to track because you just have a single leg instead of two and without higher resolution it's hard to disambiguate. Baggy jeans. Shorts cause issues if you don't have higher res. Certain materials, like polyester.
Basically it's an infrared camera. Infrared light is not some sort of special light. It's just like visible light, but it's not visible. It's a different wavelength. I'm wearing a black shirt and if you look at it with a regular camera, that's black to the camera. The reason is because there's no light coming in from that colour. So there are certain objects that are infrared black. To an infrared light in an infrared camera they appear black. Those are the objects that are hard to track.
There are also some objects that are infrared reflective, just like a mirror is visible light reflective. Those tend to show up bright white on the camera, and then they come up as infinite depth. Those are the funky materials that sometimes just make the tracking bad. I don't know if that can be solved, but some cameras have fewer issues with them and some have more.
Eurogamer: I haven't heard anyone complain about that with Kinect.
Anton Mikhailov: I'll be honest with you, most of the time it's covered up by the game itself. Dance Central is a good example. In Dance Central, if you see your silhouette missing parts you know something is going wrong. But Dance Central is clever, and the reason is, I think, because all they're doing is silhouette-matching. I don't think they're actually doing any skeleton-tracking. Skeleton-tracking is the hard thing. That's the neat thing about Kinect, but it's actually the hardest part.
The reason they did silhouette-tracking is because the Harmonix guys worked with EyeToy and they know the best tech is the most reliable tech. So they take the z data from the camera and they just chop it out of depth and feed that into their game.
Some of the more sophisticated Kinect games, like Adventures, try to do skeleton-tracking, and that's when you get things wigging out. That's when you're trying to do something hard. The reason Dance Central is one of the higher-rated games is because it works pretty well.
Background subtraction is one thing the EyeToy developers said was the neat and solid tech out of it. That, we were quite excited about, but we still had this irking feeling that that cost, just to get that, is a bit high.
If you look at Kung-fu Live for the Eye, that does background subtraction as well. It's not as robust due to lighting, but they do a really good job. We always felt we can get better with just visible light to get background subtraction and we didn't need to go to 3D. The really exciting stuff was the skeleton-tracking, and that's what proved to be really hard.
Eurogamer: So you're waiting for the cost to come down.
Anton Mikhailov: Cost down, 60Hz, fewer issues, higher res. And those are all very achievable, just not at this moment.
Eurogamer: When, then?
Anton Mikhailov: You'd have to ask PrimeSense, and you'd have to ask 3DV, and whoever else Microsoft doesn't buy out by the time that...
Of course, there are other solutions we can do. There are stereo cameras, which are also looked at. Lots of other things we can even do on our own as well, so it's not necessarily that we're dependent on that research.
I feel it's a case of early tech. The same thing happened to the Wii. The Wii started out with accelerometers. They hit that point right where accelerometers started to become cheap, but still at that point they weren't very good. When Sony looked at that idea it said, 'We're not so sure about it.'
Eurogamer: Nintendo added the Wii MotionPlus to improve it.
Anton Mikhailov: When they added the Wii MotionPlus was when the gyros came way down in price. That's when we added the gyros to the Move. A lot of the time it seems like these people came out with this first, these people came out second, but the reality of it is somebody is behind the scenes doing the cost analysis and some companies say, 'Yes, we want to do this when it's expensive.' Some want to do it when it's cheap but not so good.
Nintendo errs on the path of new tech, cheap as possible, make up for it in software. Microsoft... I don't know why they did Kinect. It seems very un-Microsoft of them to be honest.
Eurogamer: Because it has lots of money?
Anton Mikhailov: That might be the case. Maybe they took the path of, you know what? We'll eat the cost of the hardware.
Eurogamer: Reportedly, Kinect only costs $56 to make. And it costs £130 to buy.
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Anton Mikhailov: In our research we certainly thought the sensor could sell for cheaper, but at the same time, when you're dealing with those companies, they're not always honest with you up front. The might say the cost is X and X, and then they say, 'We've got to put this extra chip in there,' and by the end the cost is triple or double. You're like, 'We can't launch with this cost.' There's a bunch of politics going on in there as well.
If you combine the two systems it would be nice, because you can use Kinect for body-tracking and Move for precise tracking. That would be good. But if you tally up that cost, it's high.
We figured, we can do a bunch of what Kinect can do with just the Eye. The parts we can't do we can compensate for with the Move. For hands-tracking the Move is still a much better device because you get these subtle angles and the positions more precisely.
The EyeToy was a peripheral because you had the camera and you had games for that camera. It was tailored to that camera. With the Move, you can play a shooter game, an RTS, which is pretty awesome because there has been no real RTS on consoles. We can enable adventure games, sports games, party games. It just felt like we got a lot more for a lot cheaper and more robustly. It just seemed like the right choice, technologically.
Eurogamer: Move is out. What happens next? Can you improve how it works through PS3 firmware updates?
Anton Mikhailov: We can certainly update it through firmware. The hardware specs we ended up with are good enough that we can get some more improvements out of them. The camera is still a good camera. I don't know how many more software improvements we can make. The real question is, do we want to? So far we haven't had any real requests from studios to improve the accuracy. There are a couple of issues here and there we can fix, but the majority the games are not even taxing it to its full accuracy.
Games like Tumble, for example, really use that accuracy. Games like Sports Champions and The Shoot, it seems the user barrier is higher. People tend to have trouble doing the actions precisely enough rather than the Move being precise enough to pick them up.
For Sports Champions, table tennis is quite a hard game on the expert difficulty. At that point you're thinking, well, how much more precise does it need to be? We need to decide. There's room for some more precision. It's going to be up to us.
One exciting thing is going to be dual-handed interaction. The Fight is doing two hands now. There's a lot more you can do with this concept of tracking your hands completely. Having more unstructured gameplay where you grab and throw things and really interact with virtual worlds using both of your hands. That enables this 3D multi-touch stuff you can do. You can push, pull, grab things and pull them around.
More on PlayStation Move
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Screenshots: PlayStation Move
Eurogamer: How will Move games change next year and beyond? What will gamers notice?
Anton Mikhailov: Internally, the studios are getting to grips with using this one-to-one motion. You've seen this in Sports Champions. They were one of the titles that worked the longest with the Move. The character control and animations are going to improve vastly because most games of this era were set up to do DualShock control. Everything was baked and scripted. With the Move you have this one-to-one control over the character – you've seen that in The Fight and Sports Champions.
There are noticeably some glitches and everyone's aware of that. It's quite good, in my opinion, for the time we had, but we can improve on that. That will be much better in the future.
People are going to experiment with the basics. Different camera angles and different setups of the HUD, things like that, just to make the experience feel closer and more connected. There's a bunch of work we can do there.
There's going to be a lot more shooter support. I was talking to the Killzone team the other week; they're having really good results. A lot of the best QA people on their team prefer Move.
Eurogamer: Why?
Anton Mikhailov: It's not everyone that's converting, but they said a lot of people from PC prefer Move. People who've never wanted to pick up analogue sticks can do all right with Move.
A lot of the great feedback we got from MAG was, 'I tried the Move, the first two days I was just awful and then I got better and now I'm as good as DualShock, and then I don't even want to play DualShock any more.'
Even though you don't get much of an advantage, it's so much more intuitive and fun to play with it. You don't feel like you're wrestling with the hardware as much. So some people switch on that basis. They figure, neither one is preferable.
Other people in SOCOM have said that because the cursor is unlocked, that gives you quicker random access over the screen, so you can shoot well. For some games it's going to be beneficial in a competitive sense. We're still working that out, but there's a lot of potential. I don't think it's going to be as clear cut as people thing. There are a lot of big advantages to shooter fans.
Anton Mikhailov is a software engineer at Sony Computer Entertainment America's research and development department.
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Comments (64) Latest comment 1 year ago
Comments for this article are now closed, but please feel free to continue chatting on the forum!
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EDIT : My over exageration of writing "15 years ago" upset people.. so i'll correct it to the real number of 7 years ago. Doesnt change fact the games are largely the same (apart from the wii game rip offs)
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eyetoy was not a launch peripheral with the PS1
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Giving a honest opinion on tech that both Sony and Ninty passed up surely is a good thing even if you do not agree with him. I didnt see any Kinect is crap stuff in there just a honest opinion on tech they have looked at.
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Looks like it has worked so far.
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Very good made me laugh that one.
I have move and I like it but it's crying out for more games. Heavy rain move isn't a killer app for example. Is there anything on the horizon except killzone?
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i, as always, blame the marketing types, but to be honest it seems that gamers almost invite and exacerbate this kind of nonsense argument...
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Gamers invite this arguments BECAUSE simply they see it as an extension to an ongoing 'my console is better than yours' willy wavings.
Both Move and Kinect simply gives consumers an exciting way to play games other than standard pad, there are good and bad games on both system.
Pros and cons too, personally prefers Move and currently being egged by my kids for Kinect. The words of mouth is starting.
Anyway, seem as multi platform owner, I will darn end up with both anyway but what we need are more excellent games that takes advantages of both system to the best and provide hours of enjoyment.
What needs for the willy wavings?!
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If it baits my interest further down the road, ill happily buy it again.
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Second article in a week by sony/eurogamer trying to control the damage
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I bet they wished they had gone with 3D cameras now.
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[link url=http://www.youtube.com/watch?v=5-MRi67GCoM
]http://www.youtube.com/watch?v=5-MRi67GCoM
[/link]
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I look forward to the article where you try and get the makers of Kinect to point and laugh at the Move controller.
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Blow the haters Kinect is incredible it has exceeded my expectations for it which had been dampened by the hate it was getting in advance from armchair pundits.
MS had the balls, the resources and the research centres to bring the product to market, meanwhile Sony probably did little more than discuss 3D Camera's it in a planning meeting and are now trying to dismiss it as something they made a conciouse decision not to do because of "it's limitations".
Pathetic really
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You must have set the bar pretty low then.
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To the hardcore gamer, Move is awesome as long as the gamer is open to motion controls. To the softcore, its just more of the same.
Kinect is more interesting because it's newer, it's not just an eyetoy, it gas full skeletal tracking. Because it's new, it has more undiscovered potential. It also is the future of the entertainment control. It essentially will make your TV the touch screen, and combining that with 3D will make for awesome experiences. I think Kinect 2 will be where the tech will start bearing fruit
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waiting for the inevitable to happen. sony releases stereo camera for the playstation 4 and people say their ripping off microsoft completely forgetting the eyetoy. well anyways i have move but im interested in kinect as well but the games arent their at the moment.
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What he says is absolutely true. If you read any interview with a MS representative talking about Kinect, time and again you'll see them emphasising the skeletal tracking software and downplaying the hardware aspect. This is because the hardware isn't actually all that interesting except in the sense that its the first time someone has had the balls to build a mass-market version of the device.
Essentially its an optical light camera, plus a TOF (time-of-flight) IR sensor. This isn't new tech scientifically, its been around since the late 90's and has only really become viable as the cost of CMOS sensors fast enough to get an accurate reading on the IR bounce-back has fallen.
The only quibble I really have with Mikhailov's position is his avoidance of mentioning Air-Mice - which is basically what the Move is, (albeit with the glow sphere assisting with tracking accuracy) and again is far from a new idea.
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At the end of the day there are pros and cons for both Kinect and Move, both have their share of crap games too. It's all down to preference and if you've got kids etc. Personally I prefer Move but it's gathering dust as I'm bored of Sports Champions now.
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There are many, many games where you absolutely need the tactile sensation of button presses like you have with Move. After all, if you could easily and cheaply replace the trigger on a real gun with a device that reads the motion of your index fingers, do you think soldiers would want it?
There are fewer games that do not need button presses to enhance the experience. But that's only because we are moving into uncharted territory and have very little geographical data thus far. The best games for Kinect will be those that do not attempt to shoehorn existing game types into 'controllerless control', but come up with new, original concepts.
What I look forward to is the collision of all the motion controls into one system: the use of thumbstick in left hand rather than keyboard, the use of the 'air mouse' that Wiimote/Move represents (arguments of the merit of each notwithstanding, I am discussing concepts here) and a camera system to complement those or for some games replace them: one that scans depth and optics at the right resolution and the right speed.
In the meantime I've been playing with Wiimotes (and pluses) and Move. In both cases I am unhappy that not enough of the games I crave are available. Where was Move for Black Ops, or Medal of Honour? Will it be in the next OpFlash? If not, why? Why are the developers so shy? And I don't really need to go into detail when I lament the third party support for the Wii. It seems to me that in developing motion control games for all three platforms for the kind of games we like to play, third parties need to be pushed and pushed. I want interviews asking publishers what games they will be producing with motion control, for us.
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And this is why the Wii > everything else. They give you one.
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But you can imagine leaping around playing Kinect for that long?
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I was using motion control for multi-hour gaming sessions several years ago when I played Resi 4 on the Wii. It was a lot of fun. Pew pew.
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You presumed wrong, and that my Kinect loving friend, is the problem.
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I'm not a PS3 fanboy, I'm a PlayStation fanboy.
Seriously, you know your comment is bollocks, only a 360 fanboy would say such a thing.
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i'm sure that's what'll get the sony out the mire they're in right now, copying other more successful companies
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LOL
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That is FALSE
56 is BOM cost only
BOM is only cost of electronic chips - without assembly, board, montage testing, bad parts peoples payments, etc.
A ready made and tested Kinect cost significantly more than 56$ and it is still in China - looong way before it ends in your shop at the corner...
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Playing Burnout via kinect for example. I'm not saying it would be any good with a 'glowing dildo' but I'd hate steering it with just my hands, give me a force feedback steering wheel any day.
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You didn't think of that problem did you Sony, ehhhh?
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Swords & Soldiers just got patched for Move.
And other games like Audatorium HD, Under Siege, Tron Evolution, Create, Funky Lab Rats, Kung Fu Live, Rappaela Pro Bass Fishing, Furi Furi Sarugetchi, Sackboy's Prehistoric Moves, Disaster Report 4, Shaun White skateboarding, Stardrone, No More Heroes, Beat Sketcher, Michael Jackson, No More Heroes: Paradise, DDR: Evolution, LBP2, and Dead Space 2 are right around the corner...
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"If you always wait until the technology is cheaper and mass produced then it is always going to be rather mainstream and unexciting when it gets released"
You may as well be talking about 3D too, which most 360 owners on EG seem to hate for some reason.
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the PSEye and PS Eyetoy are just RGB cams. they can only work by detecting pixel changes. because it works by merely comparing pixels, the conditions needed for it to work are very stringent. if you actually played eye games back in the day, you would know this. the lighting has to be spectacular, the clothing has to be a clear contrast, etc.
also, with only an rgb cam, it's nearly impossible to detect depth. that's why eye games only had motion in a 2d plane. you reach up to pop a bubble. you jump up and down. to detect depth in a sea of pixels is a logistical nightmare.
that is why the move uses a colored ball. that ball is a clear contrast to the environment. very easy for an rgb cam to pick up. they see a pink pixel coming off the ball and chances are the surrounding is not pink. that ball is also a fixed sized so the system can detect if the move is moving toward the screen or away from the screen based on the measured size. if the ball is smaller than expected, it's moving away. if it's larger, it's moving closer. that's the depth work. then you add in the sensors inside the move to detect orientation of the move controller.
to do what kinect is doing needs more than what an rgb cam can do. in controlled environments (which you never get outside of a lab), you can do minority report stuff with only an rgb cam. but the thing is you can't expect that in a typical home environment. people come in all different shapes and colors. no two people motion exactly the same way. there are so many different types of clothing. worrying about shutters or blinds in the background, etc.
kinect does none of this because it's motion tracking does not depend at all on an rgb camera. you can play dance central in complete darkness. if Dance Central was working the way Harmonix games worked on the Eyetoy, it would not work at all. Go back and play any eyetoy games in the dark. They don't work.
Nice try, Anton, just because you're a smart guy doesn't mean the rest of the world are full of idiots.