afrocentricity
Part of first caf team to complete Destiny raid
- Joined
- May 12, 2005
- Messages
- 28,397
Essentially we do a 3D body scan of you. We graph 48 joints in your body and then those 48 joints are tracked in real-time, at 30 frames per second. So several for your head, shoulders, elbows, hands, feet...
Say I'm tracking a wrist, which is what I do for Burnout. I can look at that on a single frame and I can see what direction, acceleration and confidence I have for that joint. Why is that interesting? Because it allows me to not only know where you are, but to know where you're going to be. This is how we do the directing and the predictive behaviour.
If you think about swinging a baseball bat, by the time you're halfway done with the swing, I know not only where you're going to end but when you're going to end. There are very precise and predictable ways so you can have that immediate payoff of my baseball bat hitting the baseball.
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The sensor itself has a lot of magic built in. It wouldn't be interesting for us to go to our developers and say, 'Hey, you can create all these brand new, awesome experiences but you need to do a lot of processing outside of the game.'
So we have a custom chip that we put in the sensor itself. The chip we designed with Microsoft will be doing the majority of the processing for you, so as a game designer you can think about the sensor as a normal input device - something that's relatively free for you as a game designer.
Designers have 100 per cent of the resources of the console and this device is just another input device they can use. It's a fancy, cool, awesome device, but essentially you can just treat it from a free-to-platform perspective, because all of the magic - all of the processing - happens sensor-side.
We see there being three types of game. We love the [existing] controller, it's not going anywhere and there will continue to be games that are specifically made to only work with a controller. We'll have games that are specifically designed to work only with Natal - not just arcadey games, but real, hardcore, triple-A titles.
Then you'll have some games that are essentially a hybrid - games that work both with the controller and with Natal. Why is that interesting? Think about a first-person shooter where I'm using the controller but I'm doing facial tracking by just moving around and looking round corners.
Or you could have a hardcore gamer like me playing a game with a controller, while a non-hardcore person sitting next to me enjoys the experience by playing with Natal. I could be having my Halo experience with the controller and the friend next to me, who's not a hardcore gamer, could be throwing grenades or driving the Warthog or doing any number of things with Natal.
We can track up to four players in the same way we track controllers. Each individual player will be able to choose - do I want to bind with a controller, or do I want to bind with my body, or do I want to bind with both?
Project Natal, the Xbox 360's motion-sensing camera add-on, certainly has potential, but the promo video for it Microsoft showed off was purely a work of science fiction. In it, a happy family enjoys multimedia content, chats with friends, and plays complex interactive games without a controller, just using their bodies. The actual playable demos were a few generations behind that, more reminiscent of the Sony Eye Toy accessory for the PS2--the main example was a simple game where players bat a ball back at the screen by swatting at the air, with just enough lag to be annoying. We're very excited about the potential of this new motion-sensing, face-and-voice-recognizing, camera add-on, but for now the gulf between the reality and prerendered video is sizable.
A much-hyped software package that uses the Project Natal hardware, Milo was presented as a virtual onscreen boy who could recognize you and carry on an intelligent conversation. The demo video was impressive, but obviously shot in a tightly controlled environment with clearly scripted responses. Talking to several people who got a chance to try out talking to Milo in person behind closed doors, the responses were uniformly disappointed, describing the supposedly realistic Milo similar to a Tamagotchi virtual pet, with only very basic interactivity. Milo was created by Peter Molyneux, a game designer infamous for over-promising and under-delivering, with ambitious but flawed projects such as Fable and Black & White.
I think it looks fantastic, once developers get their hands on it i'd expect some revolutionary games to come out. It'll definitely kill the wii, long term, thats for sure.
Yes, with pointless mini-games (sorry if you like the Wii). As I said, I'd love to see someone play a game like Forza or Gears with it. Yes, I've seen them playing Burnout, and even that is a total mindfeck. I've never played Mario Kart on the Wii with the plastic wheel, but certain racing games on the PS3 can use the sixaxis to do basically the same thing, and after ten minutes with your arms stuck out, you've really had enough and want to go back to the stick. Proper racing wheels are a different matter.
I've played hours of Mario Kart and never once had tired arms. Really makes no difference tbh, except perhaps saving your thumbs from RSI. Would be a neat idea if you could change gears/handbrake/accelerate/brake etc as in a real car.
The whole thing with driving a car through Natal seems more unrealistic then using the wheel/gear stick combo things you can buy.
i mean doing this through natal you'd just be pulling imaginary sticks.
It's the same with the idea of an FPS through Natal, i'd find it much more realistic to use a Time Crisis style gun then hold an imaginary one.
I've played hours of Mario Kart and never once had tired arms.
Yeah, also think of when you have a cold and you just wanna sit back with a game of CoD...
Its a good and revoloutionary idea, but not something I want to see replace controllers
What if you're crippled and they get rid of conventional pads??
Could you not just use a wheel or a gun? The camera would read it all the same...
Makes the camera a bit pointless though doesnt it. pretty much would just be wireless versions of said equipment
How long is the average race?
I've played hours of Mario Kart and never once had tired arms. Really makes no difference tbh, except perhaps saving your thumbs from RSI. Would be a neat idea if you could change gears/handbrake/accelerate/brake etc as in a real car.
A game like Mirrors Edge would be pretty much impossible...
The patent describes a one-handed controller whose absolute xyz position and rotation in space can be determined. It merges a variety of inputs to determine that information, including:
1) Ultrasound to determine absolute depth from an ultrasonic detector (i.e. the PSEye microphone array), and to determine distance between two controllers in your hands, and/or between multiple player controlers
2) An array of LEDs picked up by the PSEye camera to determine absolute X/Y position (with support from microphone array and ultrasound signals using triangulation), as well as information about the controller's location relative to your body etc.
3) Accelerometer in the controller to determine xyz and rotational inertia
The patent describes replaceable face plates, and a two controller face plate to provide 'traditional' DS controls, and also various configurations like pluggging two together.