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Just got Anti Gravity which is my first eye toy game. I haven't quite got myself sorted with it but I'm really into it as an idea. I almost feel like it needs to be more exact though because it's really easy to move out of calibration zone when you get swept away with the game. It gets frustrating, but then, I suppose it's like most things to do with computers where you have you *get to know* your machine and then all is revealed. Anyone else ever try Eye toy games?
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Re: eye toy games
Mon, January 9, 2006 - 7:00 AMno, but I did demo the "lightsaber dueling" game that came out while I was at Best Buy one day.
the interactivity was impossible to control. You were lucky if the lightsaber even did anything, let alone what you had intended!
I think I'll wait another five years on interactive/imersive games. -
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Re: eye toy games
Mon, January 9, 2006 - 11:14 AMThe key is the physical setup. I doubt most stores could set it up half-way decent, particularly the clueless "Geek Squads" at Best Buy. Publishers had a hard time setting them up at E3. The key is good lighting AND contrast.
Now consider your average white boy/girl and typical off-white room walls. It's like trying to find a white elephant in a snowstorm. Ideally, you'd want darker walls and you'd need to wear lighter clothing. Also, a pair of those goofy really white 3 fingered Mickey Mouse gloves they sell at Disneyland helps a lot too.
The other problem is most people become so animated they step out of frame.
The only game I'm curious about is the DDR game that uses the EyeToy. Seems like it could get really frustrating but the pad would help you stay in the right place. -
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Re: eye toy games
Thu, January 12, 2006 - 9:55 AM
constrast is definitely an issue. wearing a long sleeve shirt that stands out against the backdrop helps. also, if the lighting of your play space is shifting(even passing headlights outside the window), it will crap it up royally. additionally, european and american ps2s/eyetoys can behave drastically different.
really, these things should scope infrared, and forget about precise image overlay. that crap is a waste of resources. i'll look in the mirror if i wanna see myself. i'm sure ps3 eyetoy will have better resolution and faster refresh, which should help, but the real step forward will occur when multiple cameras are set up at various precise angles around the user (ala mo-cap).
but my most definite conclusion after spending hours debugging these things is that most eyetoy controls are really fuxing tiring. most especially in 'wing flapping' flight games. had thought myself in good shape, but *damn* it burns.
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Re: eye toy games
Tue, January 10, 2006 - 2:38 PMhell yeah. i bought my husband an eye toy last year for christmas (last, last year). we only have the game it came with, but it is awesome. what a workout! and yet it counts as a video game. -
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Re: eye toy games
Sat, January 14, 2006 - 5:56 PMspeaking of workouts, i got EyeToy Kinetic too which was done in conjunction with Nike as a sort of experiment. the idea is to halt the obesity trend which has been obviously caused by everyone playing too many video games (or something like that) if we get them to move around when they play them.
Haven't spent too long with it yet but the martial arts stuff is really fun, it *is* a good workout. Lots of arm flapping AND punching, ducking, all that. I'll have to try it wearing white though cos the response is still a bit annoying. -
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Re: eye toy games
Sun, January 15, 2006 - 7:37 AMare there any eyetoy rpgs worth getting?
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