Digital Foundry vs. PlayStation Move
Post Natal.
It's been less than 24 hours since I attended the PlayStation Move reveal event at GDC, and I'm gathered in a small conference room of game-makers and press for Sony's presentation to developers. I'm looking for answers. Yesterday's event established release date, ballpark pricing and bundling options. I got to play a bunch of games too, but many of them were so early in development that accurately gauging the potential of the controller was a tough call.
The state of much of the software was such that you could be forgiven for thinking Move is little more than a Wii MotionPlus with some fancy camera options. But I know how good Sony's R&D teams are, I've read up on the underlying tech, and with the right concept and execution this should stand alongside the technological innovation found in Project Natal and in terms of certain, crucial applications, it could indeed surpass it.
As for the nuts and bolts of the wand itself, SCEE's David Coombes sets out his stall.
"The controller itself has a bunch of inertial sensors built into it which can be used to detect motion. There's an accelerometer, a gyroscope and a magnetometer in there. Those can be used to determine position and orientation," he says. "However, inertia sensors have some inherent limitations. They tend to suffer from drift and inaccuracy, there's a lot of noise in the data.
"Some of that is because these are simple integrated circuits. These aren't the sensors you'll get in an aeroplane for instance. What we did was add a glowing sphere that the [PlayStation Eye] camera can track, similar to the tech used in motion capture labs."
The combination of internal sensors - talking to the PS3 via a Bluetooth connection - and the PSEye tracking the glowing, bulbous tip of the Move adds to the flexibility and accuracy of the controller.
"The really cool thing about having the illuminated ball is that it works in all kinds of lighting conditions," Coombes continues. "It can work in darkness because it is self-illuminating. You change the colour of the ball and when you have four players, each one can have a differently coloured controller.
"The controllers can change colour too. So they can turn red as you move into a dangerous area, for example, or it can flash when you fire a gun. So as well as the tracking there are some interesting game design options you can use within the controller."
Sony research and development guru Anton Mikhailov takes point on much of the technical data imparted at the briefing. Straight away he's talking about the "dreaded lag". Yesterday, at the main event, latency with Move was defined as being under one frame - a state of affairs that seems almost unbelievable, putting the motion controller on equal footing with the DualShock 3 and Sixaxis. It turns out that getting the lowest possible latency was one of the team's primary objectives.
"The interface itself has some inherent latency because there's processing and so forth," explains Mikhailov. "But also, the player might have latency. If I want to throw a punch, I'm gonna move slower than I would if I were just pressing a button, so it's a two-part thing.
"What people often forget is that latency actually is very important for casual games. People think you can swing around, you can do some gestures and that's OK. Actually for a game to be connected to the player, to feel intuitive, it has to have low latency. Latency creates the barrier between the user and the interface."
Mikhailov then goes into an in-depth briefing on just about all the various PlayStation controllers Sony has been responsible for, from the DualShock to the SingStar mics to EyeToy and Buzz. The latter devices all have limited functionality but they are intuitive and familiar to the casual audience. What Move - and by implication the WiiMote - does is to give the flexibility of the DualShock without the abstraction. No longer do you press X to perform a motion like, say, swinging a bat. You simply use the wand to mimic the action.
"It's like a bridge between casual devices and the DualShock," Mikhailov adds. "Some games are still going to be better on the DualShock. We're not trying to take games away from the DualShock in any way. There are some times when you really need buttons and analogue sticks."
According to Mikhailov, it's all about being intuitive, robust, and being able to work in all conditions.
"One big issue with EyeToy we always tried to tackle was lighting. If you have low-light conditions, you can't see the user and you can't track him very well. That's why the spheres are illuminated: you can work in pitch-black conditions. Second thing: it's robust. It goes back to precision: if the interface isn't precise, the user starts to blame the interface and we don't want that.
"It's also intuitive. It won't lose track of you, even if the camera loses track of the sphere it'll compensate with the accelerometers. I can put the controllers behind my back, I can swing backwards, it's not losing tracking. You don't have to worry about it freaking out... there's a one-to-one connection."
Based on yesterday's presentation and gameplay session, if there was one positive you could take away from the event, it was that Move is clearly a far more precise implementation than the Wiimote. Some of the games felt clearly more "tactile" than the Wii equivalents.
Move also takes care of the basics. When I spoke with Kudo Tsunoda at gamescom last year, I was surprised that you couldn't point with Project Natal. As Anton Mikhailov powers up one of his myriad tech demos, it's clear that Move does pretty much everything a developer or gamer could want from it. Armed with twin wands, he's pointing as you would with a light gun or laser pen.
"Doing a pointer is very easy because you have a 3D object in space," Mikhailov says. "All you do is shoot a ray from where you are to the TV. From a programming perspective your math is very simple, it's like a ray-tracer."
The demo simply shows Atari VCS style rectangular blobs moving around the screen as Mikhailov wields the twin controllers. It's clear to see that while pointing works, the targets are jittering. But this is by design.
"You can see the jitter, but the jitter's in my hand," Mikhailov explains. "I have a tripod here. Check this out. If I stabilise myself on the tripod, I can get rid of the jitter. It's in my hand. It's not system jitter. It's not some kind of noise. If you want to make a really accurate shooting game, you keep the jitter in because you want the players to get better at shooting.
"If you want to make a more casual game, you smooth this out. It introduces latency when you smooth things but for a casual user, maybe that's a better thing. As a developer, you have control of this. If you want to make a hardcore game with precise tracking or if you want to make a more casual game, or give some help to the user you can do that."
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Comments (59) Latest comment 2 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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Anyway, as far as interfaces go, they've not sold me on the pointer interface. Mouse is still going to be a more precise and less tiring option. And with all the technologu available today, I don't see why wouldn't be possible to have a wireless mouse to use on your leg or on the couch (as I do sometimes. I agree it does not have the best responsiveness in those conditions, but that's because it's not meant to yet.). Seems to me like a more relaxed stance rather than pointing the Move at the screen. Hey and nobody forbids you to dual wield both of them should you like to.
*not happy until everything comes with a mouse*
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Under Siege is meant to be coming with motion control, so that would be a good chance to see it in motion.
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Natal is just a glowing-ball-less Move right?
i think this is great anyway - if socom is fully playable already using this then the future holds some awesome stuff for it. i think sony will win this round.
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Something about how these things necessarily work stresses these terminal boundaries at the edge of the screen that you've got to be careful not to move beyond. Move might be more tolerant than the Wii in this regard but it still has its limits, whereas with a controller/keyboard and mouse you're never worrying about losing your connection to the game. They're still trying to fit a person-sized peg into a rectangular hole and I'm not convinced they'll ever get it to a level of fidelity where it fades into the background and lets you play.
There just seem to be some fundamental things that motion control can't do - map your walking speed to that of your character, for example, unless you want to walk on the spot like a plonker. As it is we get half and half - an analogue stick for your legs and motion control for your arms - which just draws attention to the limitations of the medium. It's like in 3D film when they come up against the "it's still actually just 2D" issue and resort to finding ways of throwing things at the audience to justify the new tech.
The comments about certain players preferring Move to a Sixaxis for SOCOM are interesting, but I'm sceptical; the majority of 'Core' gamers are going to have years and years of familiarity with a Playstation controller - when accessibility isn't a factor, how many are going to rush for a new control method, particularly one that requires constant calibration?
I'd honestly rather just have the camera and head-tracking stuff and leave the motion control entirely - and that's not a stealth "go Natal!" comment, because I've got no interest in the arm-waving stuff there either. If Move/Natal can be used to add subtle - SUBTLE! - extra depth to games while allowing me to use an established control system that's tightly integrated, works, and that I'm used to, fine. Otherwise, to the mini-game compilation dungeon with you.
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They certainly could, but Natal is selling itself as removing the controller entirely, considering it to be a barrier to entry for consoles. If enough devs complain that they can't 'Natalise' their games without a controller, MS might be persuaded to do as you suggest (so far there's no word on how to put Natal into FPS/TPS).
If they do, then the final battle for 3rd gen begins!
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Really? So we might finally get a clear winner between the NES and Master System? Excellent! Only about 20 years too late.
/sarcasm
I think you will find that gaming goes back a lot further than the Playstation. We are in the 7th generation, not the 3rd.
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could be good to ask some questions about it to these guys... they surely already have thought about it as well...
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A firm and well-struck blow, sir!
I used to twin-stick a lot on the PS2 - God, I loved Black. I'm still twin-sticking on the PS3 with Borderlands and AvP, but wishing that I could play them Metroid stylee like I do with my Wii. The 'core' gamers who have honed their twin-stick skills would need a hell of a lot of persuading to learn their skills anew, no matter how smoother and more tactile and fast the experience is, like asking someone to go from Touring Cars to F1.
The article says how the SOCOM devs on twin stick got their arses kicked by the Move players (despite any controller lag in pre-alpha!) so maybe the twin-stickers may have to reluctantly pick up Move to keep up in the arms race. I can testify that it's as quick to pick up the skill as it is to learn light gun games. In fact it's so easy that to some extent it's a skill leveller - no longer does your prowess with a controller dictate your prowess in a game. But, in my humble opinion, that's a part of the game best removed. I'd rather dominate through tactics and reactions than rely on the poor thumb dexterity that my genes have inflicted on me.
@darkmg: I'm not keeping track, but even I know better. I wonder where my notion came from that this is 3rd gen came from? Psthree, probably. Shambles.
/Bows, backs out.
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He's probably a big Chuck fan?
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I know the Wii+nunchuck controls can work having played Metroid Prime 3 (as an excellent example) but...yeah. Potentially very interesting but it all lies in the software.
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For PSMove, the PSEye measures distance by the size of the spheres on the wand. For the Wiimote, it measures distance by the LEDs in the sensor bar. In fact, you can hear an explaination of this and see this being put into effect in the following link;
[link url=http://www .youtube.com/watch?v=Jd3-eiid-Uw
]http://www .youtube.com/watch?v=Jd3-eiid-Uw
[/link]
For Natal, there's the InfraRed camera which produces a 3D 'map' of the objects in front of it in realtime, which is what separates it from PSEye/EyeToy/XBL Vison and other webcams. That's the main feature that makes Natal different.
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I never took motion serious because of wii ugly graphics but in HD is cool. + Move is a sexy device and the augmented reality games look like good fun.
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I'd love to play resident evil 5 on it as the controller seems like it would work well with hardcore games and would have decent graphics and HD.
And yes kiddies it’s a copy of wii but what’s your argument, it’s a copy of wii and this will make it crap because? What. Calling it a copy and if that been your only point is just childish and pointless.
I personally don't like eyetoy because it’s limited in control and seems impossible for hardcore games. So I’m not really interested in natel because it seems to have the same issue and I’ve seen no trailer to change that impression of mine. And if the ps3 move doesn’t get hard core games then I’ll just stick to my wii if I want motion gaming as its dose well.
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[link url=http://www.neogaf.com/forum/showpost.php?p=202 52097&postcount=4692
]http://ww w.neogaf.com/forum/showpost.php...[/link]
I forgot what the other device that does body tracking was called.
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Augmented Reality is also a hot topic for me... could be the next generation of entertainment devices.
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Also what about that 4 player fun he spoke of $100 + $40 + $40 + $40 = $220
Although natal may not be as precise but who knows until we see it at E3 but for the one camera you can have 4 player tracked at once..
If you take the PS3 cost and add on the camera/controller bundle you are talking way too much money for a system trying to entice people to play a wii play style game, they aint gonna pay £300+ (plus another controller maybe)
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? How is an eye-toy rip off more original exactly?
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? How is an eye-toy rip off more original exactly?"
And there goes your credibility.
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Now what it needs is great games.
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? How is an eye-toy rip off more original exactly?
original and well informed comment smelly
/clears throat
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People who want to win will either pick up the new controller or switch to another game.
I looks like move is going to be a better interface for shooters. A controller requires you to use your thumb to move the camera(which is locked to the reticule) to track moving players in order to aim and fire. Move, as seen in the Socom footage, unlocks the aiming reticule from the camera and allow a player to simply point and shoot (using his whole hand) without waiting for the camera to catch up. That is the way it looked in the video I saw and that is consistent with the reportswe are getting.
If that is indeed the case then I can see most of the hardcore FPS/TPS players buying Move if it is supported. If they don't buy one they will be dominated when they play.
P.S.
Four player fun with standard controllers already costs... pre-packaged controller + 50 + 50 + 50 = $150
So Move is only $70 more....provided you don't need the sub-controller that is.
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"If you want to make a more casual game, you smooth this out. It introduces latency when you smooth things but for a casual user, maybe that's a better thing. As a developer, you have control of this. If you want to make a hardcore game with precise tracking or if you want to make a more casual game, or give some help to the user you can do that."
This is an intriguing concept. Instead of differentiating between hardcore games, could this be used as an additional segregating concept for difficulty levels in games, e.g. the harder the difficulty, the more accurately Move should detect your movements, including shaking, shuddering and jitter.
From the article: "They aim to "fine tune" and "balance" the game for release, but I remain unconvinced about how well this will work. The bottom line is that pointing and shooting with the Move must surely be faster than turning and shooting with the standard controller."
In my opinion, trying to balance any additional accuracy/speed gained by using Move just "for balancing issues" will undermine the advantages of using an accurate motion-control scheme. If people using Move are able to be more accurate, then fine, let that stay as-is. Maybe that will convince other people to splurge for the controller for the additional speed/accuracy?
From the article: "Buttons are important. No system right now can track hands reliably," Mikhailov says in pointed reference to Project Natal. "There's just not the resolution in the cameras, there's not the processing in the current chips. Really, it's many years out before you can do awesome full body-tracking.
While I think Natal is more revolutionary, imo the technology this gen will be the barrier for it working well. My guess is that by next gen, the technology for full-body tracking will have advanced sufficiently for it to be incorporated in the next XBox console and at a viable price point. This gen, it will serve more as an appetizer of what's to come.
Regardless, I'll be getting both Move and Natal when they come out.
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Where the fuck is my hit people with swords game? I don't own a PS3, but I'd sure as hell play one if I could have one-to-one movement control with a fancy sword. I mean, Nintendo saw the potential from the start and -kind- of did a sword game(Red Steel), but didn't succeed at one to one with proper sword fighting mechanics. I mean, suddenly Sony has this uber-fancy Move thingum, with one to one control(they claim) and they don't debut with a goddamn fancy as hell sword game? There goes my purchase of a PS3* and a Move bundle** and some games*** out the window.****
*Could have three weeks ago, but BFBC2 removed the required money from my wallet.
**Wasn't going to in the first place, already unimpressed with the Wii's motion controls.
***Have a PC, like the control style more.
****Someone else, somewhere, has claimed this exact same thing, with more fanboy snark, and less of a grasp on reality, as though they believe that victory in a console debate actually has some impact on the world at large.
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You paid £249.99 for BFBC2 three weeks ago? Was the game not only released last week at a price of £39.99? £210 for 2 weeks ahead of release date sounds a little steep.
In relation to Move, could be good if the games are good. But they'll be the same rubbish, Mario excluded, that's on the Wii with better graphics and Natal will be the same without a controller though.
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It put me from 249.99(ish) to 210(ish). Also, clearly, I had the money to do so 3 weeks ago, but I decided to wait until BFBC2 as opposed to buying a PS3 and not having any games for it. Happy now that I've spelled out every little detail?
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[link url=http://www.game.co.uk/Consoles/PlaySt ation-3/Sony-Playstation-3-250Gb-PS3-Slim-with-Uncharted-2-a nd-Battlefield-Bad-Company-2/~r346808/
]http://ww w.game.co.uk/Consoles/PlayStati...[/link]
You could have saved a little bit more in the 2 weeks before BFBC2 came out and got that bundle, would have suited you nicely.
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He just single handedly proved that playstation move is inferior to Nintendo wiimotion plus for the wiis fast paced arcade motion gameplay.
He stated the playstation moves internal sensors run off of last generation IC technology, cringingly stating they 'are just simple integrated circuits, not the kind you find in aeroplanes'.
Holy ****ing whoopsies batman.
Wii's inertial sensors are modern MEMS chips, the kind of things you DO find in airplanes... Shuch as the kind that can fly themselves, uav's.
Add that to the playstation eyes incredilby slow for motion play 120 Hz maximum, compared to the wii's 8051 running at at LEAST 12 MHz (thats 12,000,000 HZ) random fact, 12 MHz is 9 MHz slower than the snes with the super fx 2 chip!
And the fact that Sony is using the EXACT same motion tracking software as wii, AIlivemove 2.
Look at the hands on. Look at the facts.....
Thats why move lags and drifts, and why its too slow to mimic wii games.
Damn Davey, you let loose a whopper.
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That will be fun to read...and easy hits for EG
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So just like the WMP requires recalibration in stuff like Wii Sports Resort etc then? It's a bit annoying but not a huge issue. Surprised this wasn't mentioned in an otherwise very good article.
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"What this does mean, however, is that all Move games require calibration, a system that isn't required on the more pick-up-and-play Wii."
Wii Sports Resort requires an awful amount of calibration - almost game-killing for me - and this is the one aspect I was hoping the PS Move will have improved over the Wii's motion controls. So colour me disappointed.
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"He says how the head tracking can be used to look round corners but if you look to the left I'm not going to be looking at the TV any more, "
Head tracking devices exist now and work just fine. The magnify your movements - so if you move your head 10 degrees it may move the screen 45 degrees.
Works well and is intuitive.
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That's a lot of nonsense in one post.
Take this:
"Add that to the playstation eyes incredilby slow for motion play 120 Hz maximum, compared to the wii's 8051 running at at LEAST 12 MHz (thats 12,000,000 HZ) random fact... "
You're mixing up 2 things:
1) the 120 Hz is the maximum frame rate of the PS Eye.
2) The 12 MHz you're talking about refers to the clockspeed of the 8051, which is the microcontroller used in the WII-mote.
That's 2 completely separate things that have absolutely NOTHING to do with eachother.
Think before you post, or stfu
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Why?!
It's a complete and utter Nintendo (enhanced) rip-off, so why is it hard to fathom it's alleged potential?
Now all Sony have to do is release a cut-down PS3 that plays Move games only and is DLC only (no BluRay drive) and wahey! Cure for cancer...or rather Nintendo!!
Mark my words - you read it here first: "PlayStation 3M" coming soon from Sony!!!