The Case for PS Move
And how Sony could have owned motion control six years ago.
The location: Stanford University. Sony's R&D mastermind Dr Richard Marks is once again showcasing motion control technology with a variety of ingenious technical demos very much along the lines of those recently seen by Digital Foundry. The difference this time is that the date is January 21, 2004 and the host console for the impressive tech is... PlayStation 2.
Marks has been waiting a long time to bring depth-sensitive "3D" motion control to the mass market. Even longer than you might think. His original camera-driven demos for the PS2 have been carbon-dated to before the turn of the century, with his original swords-and-sorcery style demo actually receiving a public outing at the summer ECTS Show at the Islington Design Centre in 2000.
There's even coverage of his work in the launch issue of Future Publishing's Official PlayStation 2 Magazine. Rare's Nick Burton recently talked about their prototype Kinect demo called "seagull" where you flapped your arms and flew around the environment. In that self-same issue of the Official PS2 Mag, you can see pictures of a very similar demo put together by Marks' team using the prototype camera that would one day become EyeToy.
The Stanford University lecture in its 75-minute entirety can be streamed directly, and while the final PlayStation Move hardware is immeasurably more precise, accurate and user-friendly, the precursor to the new motion controller available to PS3 gamers later this month clearly has much in common with the final design.
Back then though, there was no actual motion controller as such - just a series of props, including a long wand-like object with a familiar-looking sphere on the top. The camera and the PS2 does most of the hard work, but curiously there are many echoes from today's Move. For a start, calibration is required. Back in the day this was achieved by taking the sphere and filling an on-screen circle displayed by the PS2. Voila: now the device can track the inanimate object in 3D space. While the implementation is undeniably primitive compared to the final rendition in PlayStation Move, crucially it works rather well.
Augmented reality (or "enhanced reality" as it was known a gaming generation ago) is also covered off with the same style of super-imposed 3D objects overlaid onto the webcam video. By the time of Marks' 2004 presentation, he was already experimenting with 60FPS video, satisfied that the doubling of temporal resolution helps to make the device far more precise and responsive. Clearly, many of the thought processes behind PlayStation Move have been a long time brewing.
Excerpts from Dr. Richard Marks' 2004 presentation at Stanford University.
Nintendo may well have been first to market with the mainstream-friendly Wii, but the Sony R&D team run by Marks has been consistently ahead of the curve. The combination of motion controller and camera was the subject of a patent that dates to the time of the Stanford talk. And there's more.
In the self-same 2004 presentation (around the 58-minute mark), you can also see Marks' direct experimentation with what is then known as the "z-cam" from Israeli company 3DV: a depth-sensitive 3D camera that can map the human body. Over five years before Microsoft announced Project Natal (latterly Kinect) and acquired 3DV's tech, Sony R&D team was already evaluating the sensor, and Marks is clearly fully aware of the potential for gaming.
The reality of the situation must be rather sobering for Sony. It could have owned motion control gaming, but instead Nintendo embraced the concept and left its rivals for dust.
Knowing how long this journey has taken, the functionality, refinement and polish inherent in the final PlayStation Move hardware becomes more understandable. Watch Marks' more recent demos, or better yet, buy Move and a copy of Sport Champions, and hopefully you'll get some idea of why we think that from a hardware perspective, Move is the pick of the bunch of the motion controllers from any of the major platform holders.
However, getting the most out of what Move offers developers is a real challenge, and it's one that we can only hope that Sony and the third party publishers fully embrace. Aside from its precision, where Move can really make a difference is in the way it performs as a true 3D controller. This in itself opens up a colossal array of new game concepts. Let's take a look at a couple of Marks' more recent tech demos in full direct feed glory.
First up, the manipulation of objects in 3D space. You can reach out, grab things and move them around in 3D space. While you might think that Wii MotionPlus would be capable of the same sort of thing, in actuality the applications are more limited. While the motion sensors within Move may well operate with a similar ballpark precision to MotionPlus, the Wii peripheral has no camera lock and the data is prone to drifting. Cover up the glowing sphere on Move and the same thing happens. Motion sensors on their own are not accurate enough.
That being the case, it's fair to say that only Sony's motion controller is consistently capable of achieving stuff like this:
Move is best-in-class at object manipulation in 3D space.
Dual Move control is producing the closest thing yet seen in the games arena to the famous Minority Report user interface. While Kinect may well be the real deal in terms of controller-free interaction, its somewhat infamous inability to track hands and fingers at standard range makes the dream of "that" interface impossible to replicate in real life. Just the process of pressing a button in the games seen thus far is somewhat lengthy and can even be annoying.
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Comments (89) Latest comment 1 year ago
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Not really... judging by the Kinect titles so far.
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True but still feel the best package would be Move + Kinect but even Sony have said it would be too expensive. Wouldnt be shocked to see that combo on one of the next round of consoles
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I think the Move launch for what it is, is just fine. Core title support (RE5, Heavy Rain etc.) and some shovelware is fine, but I do agree that bundles with two controllers would help adoption for sure and ultimately push developers to support the tech. But the console is almost 4 years old, so it may be a bit late to push motion controls as a de facto feature.
I'm not interested in motion controls, but it's in a better position than Kinect I think. Sure, MS is having a "platform" launch as suggested but all the software support, both first and third party, is essentially shovelware. Then there is the MSRP.
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Maybe because accelerators, tilt-sensors, etc. were not accurate or cheap enough at that time?
AND... another platform holder had not proved the technology as mainstream yet
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Indeed, Nintendo made a massive mistake "rushing" the Wii out. I'm not sure they'll ever recover.
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I don't see me playing FPS with Move anytime soon.
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As the Wii has shown, suddenly going from conventional control to motion only is sharply divisive, especially - as it would have been for Sony - being first to market meant your motion controller is an early iteration that lacks precision, reliability and performance (my issues with Kinect). I say that's inappropriate for Sony but OK for Nintendo because Sony, with their PS2, leaned far more on third parties for their library of great games than Nintendo. While the Nintendo fans were willing to flock to the Wii knowing that, as before, they would be satisfied with the games produced by the company and little else, Sony would have been more reliant on third parties to produce games. The third parties would have largely produced the usual minigame/party game titles that an imprecise motion controller seems to inspire, and Sony would have found their huge installed userbase who bought the PS2 abandoning the company's products in droves.
This is the third iteration of wand-like motion control in this gen (Wiimote, MotionPlus, now Move) and there's a sense that it has 'arrived'- there's no more that can be done. Watching vids I seem to see a little lag, but then I recall that early Wii games such as Red Steel also had slightly floaty control, which has since disappeared. I hope that in time it becomes nice and crisp. Otherwise, if that tiny lag is hardware based, we do indeed need another iteration
Already we are seeing misuse of the controller in games. What I know from Wii FPS is, map functions to buttons and only use gestures when you run out. The Wii controller, with a paucity of buttons as it was designed to be turned around and used horizontally too (see Mario Kart, Metroid M) runs out of buttons quickly. The Move, replicating all of the right side of the SixAxis, has no excuse. Oi Guerilla! Reload by twisting? Melee by jabbing? No thanks.
I see the point made about the first set of games not exploiting Move to its fullest. Certainly they seem to be versions of existing Wii games, just exploiting the better precision of Move rather than its better range of abiilities. But it's best not to immediately blind the early adopters with science! I'm happy to wait for Little Big Planet 2 to fully utlilise the motion control in intuitive level building. That one might be the killer app.
Bundling more than one controller in a box is a risky move. We're in a sad situation that consoles traditionally come with just the one controller, so when we see the headline price we all assume that it's for just the one controller with the console. Bundling two controllers and hiking the price, this late in the game, would result in poor sales as the public just don't register that this one has two controllers when comparing console prices. As it is, it's doubtful that we'll see games designed for two Moves per person outside of an esoteric first party game or two. Even though Nintendo released an early game with a bundled extra controller for no more money than the game itself, still there are no games that assume the user can dual-wield.
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AND... another platform holder had not proved the technology as mainstream yet
Yeah, Beano, I think that's pretty much the correct answer, as I have quote somewhere from Richard Marks stating very similar things. They were extremely focussed on getting a workable 'controller-less' experience using camera technology, and one that could cover sufficient ground to become the default controller. What Nintendo showed them and woke them up to (and he says this literally) is the fact that people are fine with having a controller in their hands, as long as it is simple and intuitive enough. Once they realised that, which was pretty soon after the Wii launched as in the first year on the market Wii sold 20 million, they went to work and the Move controller is the result.
@TheBard: you should look at MAG instead. The beta supports the Move already, and first videos are trickling out onto youtube. Crucial here is calibration and customisation: you can set both vertical and horizontal bounding box preferences as well as rotation speed separately for each of the 3 views (regular, scope/looking over the gun, sniper (zoomed scope).
As for the article, good read and I agree pretty much with all of this. The only addition that I would want to make (apart from Flight Control supporting four players afaik, using any kind of controller including even the navcon) is that so far, just about anything that Richard and/or Anton have shown as a tech demo, has made it into an actual game:
- moving and stacking blocks in 3D space demo: worked straight into a game in Tumble, which also supports 3D, and two Move controllers. To some extent, also the 3D cooking game in TV superstars, which although I'm not sure it makes for great gameplay, is a good demo of the tech at least.
- augmented reality (sword overlaying the Move): Start the Party, EyePet, etc.
- RTS controls demo: RUSE has it and works great, particularly considering how short before launch they managed to get it in there (demo already on PSN supporting it, game comes out 5 days before Move launches) and Under Siege.
- Archery demo, sword and shield demo: in Sports Champions
- hitting a ball in 3D space with a paddle or a club: Sports Champions, MLB the Show, Virtua Tennis 4, Racquet Sports (though from memory I'm not 100% sure that it doesn't just work like the Wii version)
- gun-con style shooting: The Shoot, Time Crisis, Dead Space: Extraction
- first person shooter controls: MAG, Killzone 3, Socom 4 (should be in that order, as that's the order they release in and since MAG is zipper and out there for all MAG owners, it should be the go-to game for evaluating FPS shooting right now, but few seem to be fully aware its out there yet)
- camera control with Move: flashlight control in Echochrome 2 is exactly that, if you think about it
- using two Move controllers: Sports Champions, The Fight, Tumble
In other words, I'm sure that we'll see the avatar customisation options / object creation appear somewhere before long, too, though obviously as time goes on things become more difficult.
As for two Move controllers, it is at least encouraging that Sports Champions encourages players to get two controllers both for multi-player and for additional options in a few of the single player experiences (Beach Volley, Archery, Gladiator Duel). This will help encourage dual Move ownership. But personally, I am already happy if single Move ownership becomes a large 'minority' or even a majority. I do think it has the potential for it.
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A bit off tangent, but this...
Moving forward, Sony is on the record as saying that it is currently developing PlayStation 4, almost certain to be deeply integrated with stereoscopic 3D.
As someone who can only see through one eye, does that mean I might as well just abandon the PS4 too?
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- One dualshock (everyone will have this)
- One move controller only (only people who buy Move)
- One move controller plus navigation controller/dualshock (only people who buy Move)
- Two move controllers (only people who buy two Moves)
The only solution I can see solving this problem - for the PS4 at least - is a new Move controller which also features an analogue stick. If two were bundled with new systems as standard then suddenly everyone has the same potential to use Move in all its possible controller configurations, as well as play more typical (i.e. not motion-controlled) games.
Might make the controller a bit of a mess though.
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Even if Sony had released motion controllers with the PS2, I don't think it would have had a Wii-sized impact. Sony probably wouldn't have marketed it the way Nintendo marketed the Wii, and that I think is crucial: a "family" brand (Ninty always skews younger than Sony), friendly packaging and design, cheap price... it was more than just motion control IMO.
I agree that the best combination would be Kinect + controller: a tracking wand like Move, with buttons on it. I wonder if come PS4/Xbox 720 we'll see some sort of depth sensor in the Move camera, or wand controller for Kinect, or even if Kinect by then will be accurate enough to track fingertips the way Move tracks the ball? Of course, you're still left without buttons.
Anyway, really good article. I do think Move shows a lot of immediate promise, even if Kinect I feel has more long-term benefit (and I do wish I had a PS3!).
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- One move controller only (only people who buy Move) -- so not a problem for people who don't want Move
- One move controller plus navigation controller/dualshock (only people who buy Move) -- the expensive option, but it's an option, not mandatory
- Two move controllers (only people who buy two Moves) -- buying multiple controllers isn't a problem. People do this all the time on all systems.
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It's more accurate than the wiimote even with motion plus and kinect well it doesn't work at the moment it's laggy and has no proper games.
I fail to see how this article is biased, move works and it works well. It's not perfect but the launch titles are all solid, they all work and they are all fun what more can you ask from launch titles?
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Whose payroll are you on?
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im affraid i will not be paying more money to sony for this console and especially for a 4 year late attempt at motion controls. too little too late, ohh and i wont be buying kinect either for my xbox360(kind of slim). this generation is over them in my book and it dose not matter what they say or do to convince me.maybe next gen at launch when a high price point is semi justiviable but this gen no.no!no!no!no!no!no.
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Can these be put down to bad decisions by Sony?
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And for full motion control, they should bring out some glowing balls for your legs - and one to wear on your head.
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Not only is it the area where Kinect is at its weakest (as Richard notes, "big" movement activities like dancing and exercising are its strong suit) but its the area where thanks to PS3 being a HD console you can afford to do things you can't on Wii.
Ideally I hope it will allow RTS and other traditional PC (KB+Mouse) game-styles to make a "comeback" on console, because realistically gamepads are the reason they've fallen out of favour.
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DigitalFoundy is full of retards
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"Perhaps an alternative would have been to go for Microsoft's approach, where Kinect has been set up as a parallel brand - almost like a platform launch - in its own right, complete with a library of bespoke titles and a substantial commitment from third party publishers, but again this has not happened."
is very unfair, and very untrue. Sony has announced more self-published games for Move and more third party games for Move than MS or third parties have for Kinect. Nearly 60 games in total running into the early part of next year. I don't think Kinect even has 20.
If you're talking about just dedicated Move titles, I think there's still more. But it's hardly Move's fault if it can be easily supported in games alongside the Dualshock - games that also have a full Move control scheme shouldn't be discounted from a support or commitment point of view.
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I am very interested to see how this works especially on FPS.
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Now I am quite jealous of PS3 owners as Move looks rather good. Hopefully Sony will push devs as the article suggests and we will see some innovative stuff.
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No.....but I did.
I just hate the idea that most people will be playing an optimised and there-I-say, having a better experience of a game that I can't have.
And the jump from SD to HD is nowhere near is dramatic as the jump to 3D.
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Same thing goes with 3DS,Nintendo will crush any 3D device...why?because they will deliver full package that will appeal to anyone,not some rushed me-too job
"downplaying the 3DS and lauding the PS3 Move"
EG will have an heart attack when they see sales(and support) for both things...lol...funny times incoming
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Kinect is the bigger, bolder gamble. It will be interesting to see how it turns out...
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Edit: Let me explain my position a little better. I don't care if Sony had a motion controller in development before the Wii, and I don't care that they've had the PSEye for years. Why? Because details on hardware and software in development are so often outright lies in the gaming industry that they cannot be taken for truth. The PSEye isn't actually a "motion controller".
Plus the sixaxis was gimmicky bullocks to a degree wiimote waggling couldn't even hope to be. Like for Killzone 2, with the three or four spin the sixaxis moments in the entire damn game, like they had some sort of quota to fill.
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Maybe, but Kinect (which is very similar) is commonly referenced as a motion controller/device.
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1) keeping up with the competitors
2) testing out concepts for PS4 (a long beta test)
3) push developers into truly exploring the capabilities of these new interfaces
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It would have been in Sony's interest to follow this route.
I think they also should have gone with a 1280x720p 3D camera, so that augmented reality could display you in 3D while you have stereoscopy turned on with Move Controllers...that would be an all round amazing control scheme.
The bundles could be...
PlayStation Move Controller Set (Move Controller and Nav Controller[nav controller with ball on top]) - £49.99
PlayStation Eye 3D Camera - £29.99
First Party Playstation Move-specific PS3 Games - Blu-ray = £24.99 or Download = £19.99
Third Party Playstation Move-specific PS3 Games - Blu-ray = £29.99 or Download = £24.99
PlayStation Move Starter Pack (Move Controller, Nav controller, PS Eye 3D, Game) - £99.99
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That and they had to wait for it to be a success for someone else before they finally realised it was quite good...
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You can say all you want about sony copying but when they do copy they make it much better than the original version. As an example see the original dualshock pad that was based on the snes and n64 pad but they made it into something much better than both.
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Now do i care that is probably their reason, no, because its pretty easy to implement into normal games for the PS3 and has limited impact into a games design, but in certain games it will be the better controll method (Socom 4 looks like a title that will push that concept). So there is no reason for normal games not to support it, which means no risk for developers. Yes that does mean less 3rd party new content, but even so, i think most gamers on the PS3 just want good games to work with the device.
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Well that and the sixsense controller coming to pc. http://www.ra zerzone.com/motionsensing/
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It's a bit of a gamble on Sony's part. If it works they have a fighting chance in the market in the way that maybe lots of people want to upgrade to HD graphics and the precision is advanced with Move. So could be a big winner for Sony.
On the other hand it could backfire because lots of "shovelware" games are released on Move that customers know already and won't buy a second time. It's always the first mover (Nintendo Wii) that will have the upper hand.
We'll see.
Side note on Kinect... I'm very sceptical because it's an even bigger risk that Microsoft takes but at least nobody can say it's just Wii with HD added to it.
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Can the author HONESTLY feel that he can state that Move can 'track the upper body'? Check Youtube, there's plenty of videos showing that mannequin going mental (not tracking in any way) - all it's based on the the distance of the face and two sticks in space, not arms/body AT ALL.
Weeks before Move is released, we get this article - it's absolute scandal.
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Eye Toy and PS Eye were exceptions to the rule, and design wise, the handles on a controller instead of a flat pad. Interestingly though, Kutaragi did want the PS1 controller to be essentially a carbon copy of the SNES one, but the designer, backed by Sony's president at the time pushed for the handles that became staples.
[link url=http://w ww.1up.com/news/playstation-1-design
]http://ww w.1up.com/news/playstation-1-de...[/link]
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But they couldn't - they were busy telling the world that motion control was a gimmick, and that rumble was "last gen" tech.
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So true - Kinect is just EyeToy with hype added to it
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[link url=http://www.youtube.com/watch?v=1S0wWoDz9n Q&feature=youtube_gdata_player
]http://ww w.youtube.com/watch?v=1S0wWoDz9...[/link]
Isit tracking his arms and body when he made the character 'fat'. When he's dancing at the beginning, is it tracking his arms then?
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I Just watched your video. It demonstrates the same thing (i.e., no tracking.)
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Reedo bringing up SMG is not a good idea since that game didn't really use motion controls for anything that interesting.
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Uh? What are you on about?
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But no carry on being pessimistic it's not as if every place has said move works well, oh wait they have. Even MSN did an film on move and they say it works well but carry on with the move hate, its rather funny seeing people post stuff that isn't based on facts, reason, logic or evidence.
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It's not tracking the body (torso) either; it's based on the pre-determined body size, along with the position of the player's head. I'd argue that if you tilted/rotated your body while keeping the remotes in the same position, it would have no effect on screen.
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Hands? Yep - basis of the control and interaction, aiming. Left stick equivalent.
Head? Yep - viewpoint and top border of character. Right stick equivalent.
Body? Short of mapping DoA boob physics, what's the point? What does it add to a game (particularly as you can safely assume the body is 8" below the head and midway between the hands?
You're nit picking.
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It's just not worth all the cash for me right now. I already have the camera, but the main launch title I'd be interested in is Sports Champions. To buy the game and two move controllers (for two player or the events that use two) would set me back about £80. Thats without buying the nav controller, which I'd prefer to have than bodging the DS3 in my left hand. The rest of the launch line up does little for me, then there's the issue of the controllers being rechargeable. It's just too much cash for one game, maybe a few PSN titles and potential.
Before anyone goes crazy I feel the same way about Kinect. I'll stick with the Wii for motion party games and everything else using regular controllers, until there is enough to convince me otherwise.
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I've always had a PS3 , but I'm not going to buy move anytime soon. I think DF have a point. If Sony don't sell move in the right way, its not going to take off. Boxing it with PS3s is a good idea, but i think Move is more for the financial gain and to prevent MS from gaining any ground, otherwise Sony could have held out for a full 3D console, the PS4.
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yeah, but would you rather spend $50 - $100+ for a new way to play or $600-$800+?
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You do realize that the Kinect can actually measure depth and that its infrared depth sensors can actually work in pitch dark unlike the EyeToy (which is exactly why they need those glowing orbs), right?
You pull a leg at your presumed features of the devices without taking into consideration the enabling technology which is often abstracted from the user. It may work like how they envisioned the EyeToy to over half a decade ago, but several technologies back then weren't available. Particularly the infrared depth sensors and accompanying database and API which can be used to reference several thousands of possible human gestures.
For many people, most likely including you, it's just a glorified web camera. Well, it's not.
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