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PS3Blog.net | October 17, 2017

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SCEA Research & Development (Part 3) | PS3Blog.net

The Official Blog has up part three of the R&D delving into the capabilities and possible game applications of the PS3 motion controller. Here’s what this video is about:

In the third part of the motion controller Blog series, Richard Marks and Anton Mikhailov break down their E3 on-stage demo in more detail. From plasma whips and drawing, to abstract domino snakes and real time strategy-style games, you’ll see some things you’re already familiar with, as well as some never before seen applications that didn’t quite make the show.

Hopefully Sony can pull this off and make games beyond gimmicky. Also, if you’ve missed previous videos, check out Part One and Part Two

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  • The technology behind this really is amazing.

  • Darrin

    Why didn’t they use non-visible light (infrared) for the tracking sphere?

    I like the real 1:1 strafing that he did in front of the camera.

    I can imagine quasi-rail shooters and adventure games working with this where you have limited strafing + turning control.

    This fancy motion control and stereoscopic 3D games in 2010? Wow, this will be exciting.

  • I’ll repeat, there’s a hell lot of lag (latency) there. I hope they fix that. Part of the reason why the guy couldn’t hit the ball on E3, and he has problems here hitting..

  • sexyboooy

    wii has lag but i’m not 100% sure this new device will get it.
    now I dont’t remember but doesn’t Richard said in the first video that the motion controller will have no lag? I dont remember…

  • jeff_rigby

    Some observations:

    The light that is tracked is I/R. The ball is an array of pulsed I/R leds.

    The glowing ball is just a (one) led to color the ball for effect.

    The reason for the ball is to have LEDs around the entire surface so at any one time at least two are visible at any angle-position. Min two are needed to determine distance from the camera. With two or more LEDs visible- ROTATION of the control can be determined. LED timing gives an absolute indication of start position.

    As to Lag, it appeared at E3 that he was swinging early which would indicate he was expecting more lag. This can be a result of better code producing less lag or nerves .

    Can the Wii or Natal detect rotation of the hand/controller? For games like tennis/ pingpong this is necessary.

  • JimmyMagnum

    Wii can detect rotation. AFAIK, it uses 2 IR LEDs, but that’s it

  • @jeff_rigby

    Don’t really know the technicalities of it, but I remember the guy telling that the z-pozition is based on the size of the ball. That could be a very simplified explanation of course..

    E3 demo swinging early: The guy was not just a random person, he is supposed to be working with the tech all the time, I think he is one of the engineers on the project. I still think the lag prevented him from hitting at the right time, even tho he is accustomed to it. Positionally, the system is 1:1 all right, but the videos show a lot of lag..

  • Jeff_rigby

    Z-position would not be dependant on size of the ball, the accuracy would be dependant on distance from the camera and size of the ball.

    Playing with an earlier version would affect trained reflexes if lag decreased or increased on a newer different version of the code.

  • i hope little big planet (via a patch or a future version) will support this for level creation. the worst part about making levels in LBP is precisely positioning and manipulating things with the dual shock.