Author Topic: Dead Space Extraction  (Read 153952 times)

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Offline IceCold

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Re: Dead Space Announced for Wii
« Reply #100 on: February 07, 2009, 01:38:12 AM »
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« Last Edit: February 07, 2009, 01:39:45 AM by IceCold »
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Offline IceCold

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Re: Dead Space Announced for Wii
« Reply #101 on: February 07, 2009, 01:39:26 AM »
mediocre games like No More Heroes

Burn in hell... have a nice day!

Wait what is wrong with that statement? :P

Nothing at all.
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Offline KDR_11k

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Re: Dead Space Announced for Wii
« Reply #102 on: February 07, 2009, 04:06:36 AM »
Doesn't it just use the IR sensor on the Remote and the sensor bar is just two infrared lights? Isn't that all that the turning of the remote is on the main menu?

I think it uses the motion sensor too since you can turn the remote upside down and if you keep moving it fast the system gets confused as to which direction is up. Or maybe the flashing of the lights tells it that. Either way, the thing can detect roll pretty well so motion plus isn't necessary to let the player turn a gun sideways or whatnot.

Offline Flames_of_chaos

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Re: Dead Space Announced for Wii
« Reply #103 on: February 07, 2009, 12:55:14 PM »
Doesn't it just use the IR sensor on the Remote and the sensor bar is just two infrared lights? Isn't that all that the turning of the remote is on the main menu?

I think it uses the motion sensor too since you can turn the remote upside down and if you keep moving it fast the system gets confused as to which direction is up. Or maybe the flashing of the lights tells it that. Either way, the thing can detect roll pretty well so motion plus isn't necessary to let the player turn a gun sideways or whatnot.

KDR I believe it's that because the wii remote by itself has no gyroscope and if you roll it really fast a lot of times it "forgets" what's right side up according to the laws of gravity.   Also the Wii remote by itself does tilt pretty well hell Red Steel which is a launch title allows you to hold hand guns side ways if you want according to how your tilting the Wii remote. Also MoH:H2 did sniper aiming pretty well where you tilted the Wii remote to adjust the sniper lens. The only real benefit you get out of motion plus is the wii will know where the Wii remote is in 3D space so it will be good for stuff like sword fighting or specific actions that need 1:1 positioning and movement.
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Offline KDR_11k

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Re: Dead Space Announced for Wii
« Reply #104 on: February 07, 2009, 01:59:49 PM »
Motion Plus only knows the direction, not the position.

Offline Stratos

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Re: Dead Space Announced for Wii
« Reply #105 on: February 07, 2009, 03:43:53 PM »
Motion Plus only knows the direction, not the position.

I thought it was vice-versa. Doesn't the Remote alone only detect velocity (movement in a given direction)?

WiiMote has accelerometers, MotionPlus has gyroscopes.
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Offline KDR_11k

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Re: Dead Space Announced for Wii
« Reply #106 on: February 07, 2009, 04:41:44 PM »
Yes and a gyroscope measures direction.

Offline Stratos

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Re: Dead Space Announced for Wii
« Reply #107 on: February 08, 2009, 01:39:32 AM »
Yes and a gyroscope measures direction.

Ah, I believe I was thinking of a different meaning of the word direction. By direction you mean the position that it is in right?
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Offline KDR_11k

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Re: Dead Space Announced for Wii
« Reply #108 on: February 08, 2009, 05:01:26 AM »
Position is location, direction is rotation.

Offline UltimatePartyBear

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Re: Dead Space Announced for Wii
« Reply #109 on: February 09, 2009, 05:02:41 PM »
A gyroscope just resists rotation.  You can measure that resistance to calculate how much rotation has happened.  MotionPlus includes a multi-axis gyroscope so the orientation of the Wii remote on each axis can be tracked in terms of change from a previously known orientation, a.k.a. home position.  Combine that with the existing accelerometer, and you can see a dramatic improvement in waggle-ometry, but you still won't have the mythical "exact position in space" we all thought Nintendo was talking about back in '05.

Offline Stogi

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Re: Dead Space Announced for Wii
« Reply #110 on: February 09, 2009, 08:18:56 PM »
Ya, but when you combine the gyroscopes, accelerometers, AND the IR camera positioning system, it can know your position in space.
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Offline NinGurl69 *huggles

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Re: Dead Space Announced for Wii
« Reply #111 on: February 09, 2009, 08:30:58 PM »
Hell yeah, it can fudge the fudge.
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Offline NovaQ

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Re: Dead Space Announced for Wii
« Reply #112 on: February 09, 2009, 10:25:37 PM »
Sounds delicious.
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Offline KDR_11k

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Re: Dead Space Announced for Wii
« Reply #113 on: February 10, 2009, 05:55:05 AM »
Ya, but when you combine the gyroscopes, accelerometers, AND the IR camera positioning system, it can know your position in space.

No.

Offline Stogi

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Re: Dead Space Announced for Wii
« Reply #114 on: February 10, 2009, 06:10:13 AM »
Sure it can. Didn't you see the Wii Resort vid? It has to calibrate first, but it can.
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Offline KDR_11k

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Re: Dead Space Announced for Wii
« Reply #115 on: February 10, 2009, 08:36:53 AM »
IT ONLY TRACKS ROTATION.

Offline NinGurl69 *huggles

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Re: Dead Space Announced for Wii
« Reply #116 on: February 10, 2009, 12:39:03 PM »
AND WITH WONDER TWIN POWERS COMBINED, IT CAN SENSE A LITTLE BIT MORE THAN ROTATION

GET IT THROUGH YOUR LITTLE DUCK HEAD
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Offline KDR_11k

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Re: Dead Space Announced for Wii
« Reply #117 on: February 10, 2009, 02:59:37 PM »
AND WITH WONDER TWIN POWERS COMBINED, IT CAN SENSE A LITTLE BIT MORE THAN ROTATION

GET IT THROUGH YOUR LITTLE DUCK HEAD

"A little bit more" is not an accurate position in 3d space. Accelerometers are not accurate enough to perfectly track the position, they can only guess that the forces they just saw meant you moved the controller roughly this far (hence the crappy detection of the cue movement in Wii Play billiards, there's no rotation in the move so if Wiimote + WMP could track position then WP could at least track the movement along one axis).

Offline UltimatePartyBear

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Re: Dead Space Announced for Wii
« Reply #118 on: February 10, 2009, 03:11:48 PM »
I thought Wii Play billiards was all IR, but I agree for the most part.

Offline Pale

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Re: Dead Space Announced for Wii
« Reply #119 on: February 10, 2009, 03:48:41 PM »
The Wii remote should use sonar.  Bounce sounds off your TV screen. =P

It'd drive dogs crazy.
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Offline UltimatePartyBear

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Re: Dead Space Announced for Wii
« Reply #120 on: February 10, 2009, 04:03:28 PM »
Didn't a supposed Wii remote ripoff use ultrasound?  I can't remember anything else about it.

Offline KDR_11k

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Re: Dead Space Announced for Wii
« Reply #121 on: February 10, 2009, 04:18:44 PM »
Didn't a supposed Wii remote ripoff use ultrasound?  I can't remember anything else about it.

AFAIK the Powerglove did.

Offline NinGurl69 *huggles

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Re: Dead Space Announced for Wii
« Reply #122 on: February 10, 2009, 04:35:16 PM »
Wii Play Billiards is all IR, as with Super Monkey Darts.
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Offline Kairon

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Re: Dead Space Announced for Wii
« Reply #123 on: February 11, 2009, 01:06:16 AM »
Didn't a supposed Wii remote ripoff use ultrasound?  I can't remember anything else about it.

Oh yeah! I forget the name, but it actually exists and I think they came out with a line of games for the PS2 in the UK. Supposedly the Sonar allows for actual one-to-one detection of the controller... if the controller is big enough to have multiple reading points. I think if the controller was as small as the Wii Remote, they wouldn't be able to use the technology for rotation...hmmm.
« Last Edit: February 11, 2009, 04:19:18 PM by Pale »
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Offline ShyGuy

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Re: Dead Space Announced for Wii
« Reply #124 on: February 12, 2009, 06:01:24 PM »
Borrowing a link from NeoGAF, here is the original Xbox1 demo of Dead Space: http://www.youtube.com/watch?v=CAHyOGtzxYg

Looks capable on the Wii, right?