RazedInBlack
RazedInBlack
Move:
The glowing orb on the end of the Move controller can be tracked within a millimeter of its position. Not just on a 2D plane but distance too – the larger that orb appears to the PS Eye camera the closer the PlayStation knows it is. And any time the camera can't see the orb, those sensors in its body effectively take over.
There's also no risk of the orb blending in with anything in the background – the PS3 will monitor your surroundings and prompt the orbs to glow any one of over a hundred different colours so that it contrasts suitably.
Although there's no way of knowing if another bright light source in the background could momentarily confuse the PS Eye until we test it thoroughly, its certain to be far more reliable that the Wii Remote's IR sensor (that top panel that sees the Sensor Bar on your TV), which is sensitive to everything from candles and lighters to Christmas lights and even sunlight. We had no issues using Move on a busy expo show floor.
Kinect
Kinect admittedly has the tougher task of tracking your entire body with no visual aids whatsoever - no pin-on lights and no handheld sensors. And we were somewhat disappointed to see that the difficulty of such a feat is evident in the device's occasional hiccups.
A Kinect racing game, Joy Ride, had us holding our fists in front of us and spinning them in circular motions as if we were clutching an invisible steering wheel. It works, most of the time, and is very impressive when you turn your first corner and realise how far videogames have come since the stiff joystick and single red button inputs of the Atari 2600.
But then you overshoot a bend and desire a steeper turn. Your instincts tell you to rotate that virtual wheel more aggressively, and that's where Kinect goes wrong. We found that if your fists pass the 90-degree turning angle the game gets confused and sometimes steers in the opposite direction.
More:
http://www.techradar.com/news/gaming/consoles/playstation-move-vs-microsoft-kinect-701596
The glowing orb on the end of the Move controller can be tracked within a millimeter of its position. Not just on a 2D plane but distance too – the larger that orb appears to the PS Eye camera the closer the PlayStation knows it is. And any time the camera can't see the orb, those sensors in its body effectively take over.
There's also no risk of the orb blending in with anything in the background – the PS3 will monitor your surroundings and prompt the orbs to glow any one of over a hundred different colours so that it contrasts suitably.
Although there's no way of knowing if another bright light source in the background could momentarily confuse the PS Eye until we test it thoroughly, its certain to be far more reliable that the Wii Remote's IR sensor (that top panel that sees the Sensor Bar on your TV), which is sensitive to everything from candles and lighters to Christmas lights and even sunlight. We had no issues using Move on a busy expo show floor.
Kinect
Kinect admittedly has the tougher task of tracking your entire body with no visual aids whatsoever - no pin-on lights and no handheld sensors. And we were somewhat disappointed to see that the difficulty of such a feat is evident in the device's occasional hiccups.
A Kinect racing game, Joy Ride, had us holding our fists in front of us and spinning them in circular motions as if we were clutching an invisible steering wheel. It works, most of the time, and is very impressive when you turn your first corner and realise how far videogames have come since the stiff joystick and single red button inputs of the Atari 2600.
But then you overshoot a bend and desire a steeper turn. Your instincts tell you to rotate that virtual wheel more aggressively, and that's where Kinect goes wrong. We found that if your fists pass the 90-degree turning angle the game gets confused and sometimes steers in the opposite direction.
More:
http://www.techradar.com/news/gaming/consoles/playstation-move-vs-microsoft-kinect-701596