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More Wii-mote Info

Psykechan writes "IGN has revealed some more info about Nintendo's Wii remote controller. Paraphrasing from the official Developer documentation, the controller will communicate with the console using Bluetooth and will last up to 60 hours on two AA (R6/UM3) batteries using only accelerometer functionality or 30 hours using precision aim functionality via the sensor bar. There's also details on memory, LEDs, possible camera functionality, and environmental distractions." From the article: "Light sources from fluorescent and halogen lamps, plastic, mirrors and more may occasionally interfere with the pointer, based on official documentation. To eliminate this interference, the pointer must identify the sensor bar and mark its two coordinates. When pointing with the Wii-mote, the unit is actually interacting with the sensor bar, which then translates data to the television, in effect simulating a direct aim to the television."

4 of 191 comments (clear)

  1. Distances by Data+Link+Layer · · Score: 3, Interesting

    I wonder how well it will handle distances. Moving the wii-mote from say 15 feet from the TV would be different from moving it 3 feet away.

  2. Don't believe the camera bit. by EvilFrog · · Score: 4, Interesting

    The bit in the article about the camera is pretty idiotic. IGN is completely misunderstanding the information they've got. It can read relative position on the screen to a resolution that is roughly a megapixel. Somehow they read this as a potential camera. It's not. It's no more a camera than your computer mouse is.

  3. they now make a separate charger... by YesIAmAScript · · Score: 4, Interesting

    http://www.xbox.com/en-US/hardware/x/xbox360quickc hargekit/default.htm

    The play and charge doesn't really excite me. I use it, but when it runs down, I just grab my other controller with 2 AAs in it while the play and charge charges from my iPod USB power supply.

    The play and charge has two major flaws:
    1. If you charge your controller off your 360 while the 360 is "off", the 360 isn't really off, it is taking over 80W of power. It basically just turns off the video out. It gets hot and wastes a lot of power.
    2. If you charge your controller off your 360 while the 360 is on, you must use that controller as player 1. That is, if any controller is attached by the play n charge kit to the 360, it becomes controller 1. If you turn it off (perhaps to make another controller #1), it just turns right back on and becomes #1 again. This sucks. This forces you to use the tethered controller to play, even if you have another that is charged. That is, unless you want to wait until your 360 is "off" to charge, in which case you end up at #1 again.

    That's why I have to plug my controller into my iPod power supply (via the play n charge cable) to charge it. Weak.

    Still, all in all it is a good controller, Sony will have trouble matching it with their PS3 controller.

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  4. Re:Bounds of the TV by Lectrik · · Score: 4, Interesting
    That makes me wonder... how will the sensor determine the bounds of the TV that the remote is aiming at? Will it look up somehow to see where light is emiting from the TV somehow? Or will there be general assumptions about the size and aspect ratio of the screen?

    Perhaps there will be a calibration on setting the system up... but they have to expect either the TV or the sensor to be moved occasionally. Any manual calibration can be expected to suffer from accuracy problems, I'd expect - especially if game makers somehow assume a screen aspect ratio when making their games. Games with relativistic controls wouldn't be so bad... but anything with precision involved would start to feel sloppy when anything changed.

    I hope the relationship between screen and controller are more dynamic and automatic than just sensing the remote. Regardless, I imagine I can quickly get used to whatever it is, and the game makers will compensate as needed - I'd just like it to be as close to a precise 3-d mouse as possible without having to wave the controller too out of proportion to the actual screen.


    Ha, something I have a little experience with...
    first let's take old NES era light gun games, pull the trigger, the screen flashes white. some of the older arcade shooters use something similar, but can get away with much shorter flashes and the gun interprets that. Now the more modern ones, mostly SEGA ones where I work have a series of IR LEDs located at the edges of the screen (5 top 5 bottom usually) that are strobed in series. I'm pretty sure it measures the intensity of each LED to determine the position of the gun, and covering even one will make it think it's pointing off screen (a common problem in cold weather when people just thrown their coats on top of the game when they play it) I'm assuming the sensor bar they keep talking about will function slightly similarly to the later. You will probably want to calibrate it anytime you drastically change the relative distance from the TV because it starts to make a difference when you double the distance [i.e standing 5 feet away, or sitting 10 away on the couch with your buddies playing Mario Part-wii]
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