Kemper_Boyd wrote:Mind you I've just though of one problem, if the lights are in essence
resolved on the sensor as points, how do you distinguish between
the points appearing closer together due to distance as opposed to
the viewing angle.
--*--------*-- <- normal distance, straight on
---*------*--- <- further away, straight on
---*------*--- <- viewing from the side, first * is distant, second * is closer
You don't need to worry about distinguishing between them unless you're trying to work out the absolute position of the controller. For relative position (up/down/left/right/forward/backward) you only need to compare the position of the points with how they were in the previous frame: have they moved, and/or has the spacing between them changed?
This won't take account of someone moving the controller from one side of the screen to another - i.e. moving from one seat to another. But if the controller-as-laser-pointer works best for small wrist movements, then this probably isn't considered a likely scenario. The "large movement" games - golf, sword fighting and so on - would be using the MEMS sensors more than the screen tracking.
Consider the SMG video showing someone playing the game. The first thing they had to do was to aim at Mario and press a button. This could be to set the original reference image, against which positional changes will be tracked. I would guess that the "Pause" screen in most games will offer a similar means to reset the controller's central position, to take account of the "switching seats" scenario.
I suspect it's not the answer, just because of the lack of IR transmitter glow on the sensor bar. But I don't see any technical reason why a camera in the remote, together with the MEMS devices, couldn't achieve everything that we've seen the controller do.Kemper_Boyd wrote:I don't think a camera tracking two points can be the answer.







