Wii U Speculation Thread of Brains Beware: Wii U Re-Unveiling At E3 2012

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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?

It'd be relatively easy. You just need an IR camera headband or on a set of lenseless glasses. You could do it on the Wii if you really wanted to, and iirc, they had programmed something similar into boom blox 2 before deciding to remove it.
 
Two Hemispherical cameras. One underneath the vehicle, one above.
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.
 
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.

I didn't mean normal cameras. I meant two panoramic cameras.

None of this really matters though, guys. What's important is that the framerate issue isn't caused by lack of power.
 
Right...

GlwzB.jpg

That could work :)




Yeah, it´s too big...
 
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?

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.
 
How does the fact that the panorama footage isn't rendered say anything about the console's power? That doesn't automatically mean that the console isn't powerful enough to create a realistic looking city environment. I'm not saying that it can, because we still don't know at this point, but c'mon.

Also, I might just be misinterpreting sarcasm.
 
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.
 
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.
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"

She was also pretty waffly but the worst thing about that interview though is mics. They should have used lavs.

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?
 
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?

Well, after playing SS and seeing just how annoying it is that the thing seems like it needs to set every few mins I would be all for a "Wiimote Perfect" that, like the Sony thing, doesn't need that. And the NK should have it as well.

But Nintendo be assholes with this so we'll see. I wonder if the tablet can be used with the Wiimote+ to do this ... hope so.
 
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?

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.

You don't have to recenter, it's not the motion controls being imprecise. The aiming recenters automatically on wherever you are pointing whenever you enter aiming mode.
If you enter aiming mode while pointing upwards, the game will use that point as center. If you enter aiming mode while pointing towards the screen, the game will use the screen as center.
It works like a mouse, you set it to the center of your mouse pad and move it around that point. You're not (necessarily) pointing at the screen.
It's done this way so you don't have to point anywhere (ie. you can use gestures to quick select items by holding B, moving in the direction of the item you want to equip and releasing it, even before the item wheel shows up on screen).
 
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 only time you should need to use that iss when you'd started aiming with an item from a position that doesn't allow you to aim the way you'd like.
When you select an item and start aiming, the current position of the remote is taken as the neutral point with the reticule moving relative to how you move the remote from there. If, for example, the remote was in your lap and you wanted to aim down, then because you are restricted you would probably want to move the remote and then press down to move the neutral point.
It's not really anything to do with the technology, it's just a choice Nintendo making when developing the game which a lot of people completely misunderstand.

The drift in the accuracy of sword tracking is something else entirely which I guess could be fixed by improving the remote, although I didn't notice it at all in SS. It was much more noticeable in Wii Sports Resort, it felt like they almost completely fixed it in SS to me.
 
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.

Zelda SS uses the sensor bar for the sword, and that does lose calibration after a while if you're not pointing towards the screen.
 
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 does to recenter/recalibrate. Just move your sensor bar quite a bit to the side, then point towards it. Your sword will be taking that point as a reference and swordfighting will be completely off.

Another example: Try Wii Sports Resort, unlike Skyward Sword you can turn the use of the sensor bar off in that title.
 
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.

I'd say that the right stick will still be used for aiming in most FPS games for two reasons. Firstly, most of them will be played on the TV, with the controller screen for map/squad commands/gadgets/etc. Secondly, I'd imagine holding the controller up and moving it around to aim could become quite tiring after a while, particularly for fast-paced FPSs.

Aiming with the screen could be quite interesting in games where you've got 3D movement, though, such as the player in the spaceship in the Battle Mii demo. These games are pretty tricky with regular controllers, because it's difficult to translate the 6 axes of movement possible in a (say) spaceship to the 4 axes available on the two control sticks you have. By using the screen for aiming, though, you cover two axes, freeing the control sticks to properly control the other 4. It might take a little bit of getting used to, but Peer from IGN seemed to like the setup in the video I linked to.
 
The M+ needs an initial calibration and a point of reference.
Which the 3DS (and presumably the UTab) don't.

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.
 
Is that a fact?

Have you ever had to calibrate your 3DS gyro? Ace's conclusion isn't a hard one to draw.


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.

That's exactly how the WM+ works in Skyward Sword...
 
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.

Then wouldn't it be the same for the UTab?
If it's not more sophisticated, then it's certainly implemented better.
 
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.
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.
 
Then wouldn't it be the same for the UTab?
If it's not more sophisticated, then it's certainly implemented better.

Because in the WiiU it has to be related back to the screen position. Nobody on 3DS notices if they are a degree or two off back going to neutral, because the neutral background isn't anything they are paying attention to.
 
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).
 
[Nintex];34226250 said:
Video playback is impressive now? I'd rather have that Zelda game.
It is if you're wishing for WiiU Zelda to be a sequel to Wand of Gamelon.
 
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 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'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.

Maybe a compass and some multicolor LEDs at the head along with a camera on the sensor bar to give a few more data points for tracking.
 
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