This panaromaview got me thinking.
I am sure it has been said already, but who thinks there will be a headgear peripheral that you can attach the controller on so you can play VR-type game? You would use the wiimote+nunchuck to play.
Though... the controller is maybe too big for that, what do you guys think?
Is that a StarFox pin?
Yeah but I'll ask again, how come we don't see ANY wheels, mounts or anything as he rotates his view? He almost covers an entire sphere in the course of that video. Of course it could be "patching" the images to remove any wheel artifacts etc in realtime.Two Hemispherical cameras. One underneath the vehicle, one above.
My guess is six to eight cameras. Two cameras would mean they'd need lenses with a greater than 180º field of view, which are both incredibly expensive, and would result in very poor image detail. A six-camera setup would need lenses with a field of view of around 100º, which is much more feasible.
Would you guys be opposed to a new "Wii-Motion Perfect" controller that came bundled with every console? Or would you prefer it just stayed backward compatible with the motion+ and called it a day?
Yeah it was pretty painful, but nice to see it again. I do like how she said "Wii U will be launching after the start of E3 and before end of year"That engadget interview is a bit painful in the awkwardness. 'Why reference Wii? Do you see this as iterative?' She should have smacked him with a PlayStation3 and an XBOX 360.
Would you guys be opposed to a new "Wii-Motion Perfect" controller that came bundled with every console? Or would you prefer it just stayed backward compatible with the motion+ and called it a day?
Also, lherre hasn't been back in a while; was hoping for some confirmation of v5 devkit info that we got via that registration with the Telco. Did the ninjas get him?
You mean pressing down to recentre? You have misunderstood what that was for.Well, after playing SS and seeing just how annoying it is that the thing seems like it needs to set every few mins
Yup.You mean pressing down to recentre?
Sorry if I used the wrong term but w/e I'm doing is annoying the hell out of me and I would hope Nintendo would try to clean this up if they want to keep pushing for motion controls seeing as one of their competitors apparently has this done already.You have misunderstood what that was for.
You mean pressing down to recentre? You have misunderstood what that was for.
Maybe he's just busy. Let's not pressure anything more out of the few guys throwing us bones though, we don't need him to disappear like a certain twitter account recently.
Yup.
Sorry if I used the wrong term but w/e I'm doing is annoying the hell out of me and I would hope Nintendo would try to clean this up if they want to keep pushing for motion controls seeing as one of their competitors apparently has this done already.
The Gyro in the UTab shouldn't have that problem.
The 3DS Gyro never needs to be calibrated, the M+ one did because it wasn't as sophisticated.
Is that a fact?
Is that a fact?
The M+ needs an initial calibration.
Which the 3DS (and presumably the UTab) don't.
Yup.
Sorry if I used the wrong term but w/e I'm doing is annoying the hell out of me and I would hope Nintendo would try to clean this up if they want to keep pushing for motion controls seeing as one of their competitors apparently has this done already.
He's right. The motion drift is still kinda problematic and pretty evident with Skyward Sword, especially if you've got LED interference or whatever the sensor bar uses.
It's infrared, and Zelda SS doesn't use it.
The problems you are having are in no way a result of the sensor bar.
It's infrared, and Zelda SS doesn't use it.
The problems you are having are in no way a result of the sensor bar.
I'm not really sure what it is that you'd expect a Wii-motion-perfect to do. If by 'perfect' you mean something like Sony's 'true 1:1 3D', or whatever Microsoft currently claims Kinect to be, then no thank you. Far too many people seem to have trouble with the perfectly straightforward controls that the Wii has without trying to make it harder for them - all you'd do is generate more complaints.
There are probably a few minor changes that could be made (for example, an asymmetrical triangular sensor bar), but for the price of losing backwards compatibility they aren't worth it.
What is worth doing though, is continuing the experiment that the Wii started in trying to work out which motion controls actually work. And there's a bit of experimentation to go yet. For example, the WiiU pad had two analogue sticks, but also a third analogue device which is the orientation of the screen - now maybe nobody expected that, but what are you going to do with three analogue sticks equivalent, eh? What'll happen is the early games will try to over-use the features and you'll end up with a horrible control scheme or two until things settle down. When they do settle down, chances are left stick is for movement, screen is for aiming and right stick is pretty well redundant - we've been there before with the left arm of the N64 controller.
The M+ needs an initial calibration and a point of reference.
Which the 3DS (and presumably the UTab) don't.
Is that a fact?
No that's not right at all, how you're holding the system IS the point of calibration. For example in Super Mario 3D Land, however you're holding the system when you walk up to a set of binoculars is the 'center' and you move from there. With the Wii, you have to have something to tell the controller where the TV is which is always the 'center' and that's the fundamental difference.
Also with the drift, the 3DS doesn't get nearly as much range and speed of motion as the Wii Remote does (try flinging a 3DS around like Link's sword for example) and therefore has less of a chance for drift to occur.
No that's not right at all, how you're holding the system IS the point of calibration. For example in Super Mario 3D Land, however you're holding the system when you walk up to a set of binoculars is the 'center' and you move from there. With the Wii, you have to have something to tell the controller where the TV is which is always the 'center' and that's the fundamental difference.
Also with the drift, the 3DS doesn't get nearly as much range and speed of motion as the Wii Remote does (try flinging a 3DS around like Link's sword for example) and therefore has less of a chance for drift to occur.
I actually wasn't being too serious but I didn't express that well enough I see. I appreciate any info we get and in no way want someone to get in the shit over this.Maybe he's just busy. Let's not pressure anything more out of the few guys throwing us bones though, we don't need him to disappear like a certain twitter account recently.
Then wouldn't it be the same for the UTab?
If it's not more sophisticated, then it's certainly implemented better.
http://www.youtube.com/watch?feature=player_embedded&v=S05fWaaATU8
Impressive - cant wait for e3 and "real" games. Pikmin 3 will look gorgeous.
It is if you're wishing for WiiU Zelda to be a sequel to Wand of Gamelon.[Nintex];34226250 said:Video playback is impressive now? I'd rather have that Zelda game.
http://www.youtube.com/watch?feature=player_embedded&v=S05fWaaATU8
Impressive - cant wait for e3 and "real" games. Pikmin 3 will look gorgeous.
Have you ever had to calibrate your 3DS gyro? Ace's conclusion isn't a hard one to draw.
That's exactly how the WM+ works in Skyward Sword...
Someone actually tracked back some comments I made about Konami recently, so the faucet for me is closed off for a little while.
Someone actually tracked back some comments I made about Konami recently, so the faucet for me is closed off for a little while.
[Nintex];34226726 said:Wow, you can't be too careful these days![]()
ThemanGAF is watching us all!
What did happen?
http://www.youtube.com/watch?feature=player_embedded&v=S05fWaaATU8
Impressive - cant wait for e3 and "real" games. Pikmin 3 will look gorgeous.
I hope you realise that's just a 360 degrees video that you control with the Wii U controller instead of a mouse.
I have really bad drifting issues with gyro controls in Star Fox 64 3D. Sometimes my reticule's "center" would be the back of my 3DS aimed at the roof of my room. It is a lot worse than on the Wii to be honest, because it doesn't recenter.I actually had pretty serious drifting issues with the binoculars in Super Mario 3D Land while playing the game on a moving train (first time I got to play the game).
I'm not really sure what it is that you'd expect a Wii-motion-perfect to do. If by 'perfect' you mean something like Sony's 'true 1:1 3D', or whatever Microsoft currently claims Kinect to be, then no thank you. Far too many people seem to have trouble with the perfectly straightforward controls that the Wii has without trying to make it harder for them - all you'd do is generate more complaints.
There are probably a few minor changes that could be made (for example, an asymmetrical triangular sensor bar), but for the price of losing backwards compatibility they aren't worth it.
What is worth doing though, is continuing the experiment that the Wii started in trying to work out which motion controls actually work. And there's a bit of experimentation to go yet. For example, the WiiU pad had two analogue sticks, but also a third analogue device which is the orientation of the screen - now maybe nobody expected that, but what are you going to do with three analogue sticks equivalent, eh? What'll happen is the early games will try to over-use the features and you'll end up with a horrible control scheme or two until things settle down. When they do settle down, chances are left stick is for movement, screen is for aiming and right stick is pretty well redundant - we've been there before with the left arm of the N64 controller.