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Meowayne

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Motion Controls And You. Part 2: MotionPlus and the myth of "1:1"

Motion Controls And You. Part 1: Waggle!

Motion Controls And You. Part 2: MotionPlus and the myth of "1:1"


    Are you still there? This series of blog posts investigates in the field of Motion Controls, from the Wiimote to the Arc, and I will talk a little about each systems technical  side, advantages, disadvantages and (possible) implementations. Last week we had an in-depth look at the Nintendo Wii Remote, and if you want to read up on it, you can do that  here.
   
 It's ... new!
 It's ... new!

We established that the original Wiimote was kinda the worst direction they could have taken for controls initiated by human motion. Devices that are based on three-axis  accelerometers can detect simple linear motion (did you know netbooks have them for detecting when they are dropped so they can park the hard disk head? I didn't!), and basic  rotation when they are hold still, and both of these things they do with a high quota of errors. What that means is.. well, I'm sure almost all of you have played Wii games that  couldn't even detect the simplest of gestures, let alone complex motion.

    The reason they did this was simple: Production cost. I'd bet both my hands that they had prototypes with MotionPlus functionality way back in 2004 but had to decide against  them. A wiimote would have cost the customer over $100, and it might have been bigger, less shock resistant, and used more power. Nintendo R&D's Junji Katamoto said as much himself: It was not until 2008 that they were able to buy technology that they felt should have been in there from the beginning in a form that was  affordable, small, and ready for mass production. They were to deliver " complex motion" via a small white magic plastic dongle you plug into your wiimote.

    But before we go into the technicalities, I have a confession  to make. What I initially wanted to do today was open cold and say: "Wii Motion Plus doesn't know shit about where  your hands are", then go on explaining what the device can't do and why people are bound to be disappointed.
    I made assumptions about the capabilities based on what we had seen so far, on what I had played so far, and what seemed to distinguish MotionPlus from - seemingly -  significantly more sophisticated technology like Sony uses with their Arc.

    And while a lecture on what not to expect from the device and why people are going to be disappointed is still to follow, I was very much surprised that in my investigation I  found that I was kind of wrong with some of my assumptions.

 Circuits! Cookies for who can spot the IDG-600, the X3500W, the CPU and the EEPROM.
 Circuits! Cookies for who can spot the IDG-600, the X3500W, the CPU and the EEPROM.
     Finding out what was inside the device wasn't as easy as I thought. Nintendo, as usual, didn't release any  hardware specifications. The company InvenSense had a press release proudly announcing that they were cooperating with Nintendo and that MotionPlus would feature their custom- made IDG-600 2-axis gyroscope, and this is what the "scene" for a long time believed they would get. Kinda disappointing, since you need a triple-axis gyroscope (combined with  the triple-axis accelerometer of the Wiimote) for the 6 degrees of freedom you need to detect 1:1 motion (yes, I said "1:1"!). Curiously, on the "gaming" page of InvenSense,  they speak of their "dual-axis" gyro, yet in the next paragraph they go on to explain the "three axis" gyro measurements the device is capable of. And it's true, because it is.

    Homebrewers opened it up and had a look: There's the IDG-600 alright, plus an additional single-axis gyro by the name of " X3500W" from a japanese-based company named Toyocom.  InvenSense offers single-axis gyros for the same purpose, but Nintendo decided to go with another custom-made, japanese product, probably for cost reduction. Neither the IDG- 600, nor the X3500W are listed on their respective company's product catalogue, and you can only speculate about their specifications. Huh.

    Explaining in layman terms and in a few words what a MEMS (Micro-Electro-Mechanical System) gyroscope actually does is difficult, so I'll keep it short and extremely simplified. 
 MEMS. Not actual size.
 MEMS. Not actual size.
The technology used in Motion Plus (and other consumer electronics) is tiny parts made out of silicon on a microscopical level. In MEMS gyroscopes, a pair of tiny " tuning forks"  for every axis are brought to vibration and the resonance is measured. Because of the coriolis effect, a change in orientation  will change the measurements. From this data, rotation is deduced, digitized and sent to the given device.  
 
    This is what happens in the two chips found inside the Wii Motion Plus, and this is the only thing that happens there. Add to that a microchip with firmware, a Wiimote extension  port extension ( :D ) and a small EEPROM for on-chip factory calibration, stir, and you have yourself a MotionPlus.

   Whew. Cool. Six degrees of freedom. And yet Wii Sports Resort doesn't use them. That's right: The highly rated (and awesome, btw) game that is supposed to show the world what  Nintendo's future in Motion Controls looks like does not, in fact, have any real 1:1 functionality. Neither does Tiger Woods, nor Grand Slam Tennis. Zangeki no Reginleiv  doesn't, Ghost Slayer won't, and for all we know, Red Steel 2 won't, either. They all use the gyro's rotational measurements for cursor enhancement, fake 1:1 animation mapping  and reliable gesture input.

    Why?

 
 It works, but not how you might think it does.
 It works, but not how you might think it does.
     Yeah, why? I didn't know when I started writing this. In fact most of the information that you can find in this blog post I gathered while looking for this answer. Before I started writing it, I was under the impression that this is what MotionPlus does - deliver rotational motion information without being able to deduce actual 3D space  information, and that it is obviously inferior to Sony's Motion Controller technology. And while this is true in practice, and Wii Sports Resort really shows nearly (but only  nearly!) all that MotionPlus is capable of, the reason isn't inferior controller hardware. The reason isn't developer's lazyness either. It is Nintendo's decision not to part  from the sensor bar in favor of an alternative visual aid to the motion input that prevents the oh-so-popular demand for "1:1". 
This is the only reason.
 

    ...What?


 It works, but can it work better?
 It works, but can it work better?
    Gyros and accelerometers are blind. Hold still, they might be able to roughly tell where the gravity comes from, but they have not the slightest clue about where the floor is,  Where your body is, where the TV is, or even the look and proportions of the device they are built into. They use microscopical mechanics (not electronics, mind you -  mechanics!) to measure the changes of X (acceleration), X (roll), Y (acceleration), Y (pitch), Z (acceleration) and Z (yaw)  that is being applied to them. From Position A, the  measurements of these six degrees of freedom is used to give en estimate(!) of Position B.
No matter how precise the measurements are, they will never be 100% accurate. Readings that are slightly different from the actual position B the device has  moved to will accumulate over time to readings that are significantly different from the actual position B. 

    Imagine you're being blindfolded and led through an area you are familiar with by a voice telling you how many steps to go in which direction, and asking you for an estimate of  your position every 10 steps. Your first few estimates will be fairly accurate, but after 1000 steps, chances are you are off by half a mile. In Motion Control terminology, this  phenomenon is called drift.

"If there is even a 1% error in our estimate of the direction of gravity, it leads to a 9:8cm=s2 error in
acceleration, which can translate to over 40cm of error in position after just a few seconds."



This is a quote about the Wii Motion Plus from the "director's cut manual" of AiLive LiveMove 2, a developer's platform for Wii motion control development. 40cm (15in) of error in position after 2-3 seconds of movement. In most cases, the sensor bar cannot be used to "correct" the position, because it too does not deliver absolute data, but relative data. It can tell where the Wiimote points to, but it doesn't (or does only vaguely) know where it is, how far away it is, or how it is oriented.
Now you know why Wii Sports Resort isn't fully "1:1", and why no Wii game ever will be.

What's this, then?

 
   This is why all of what I said above isn't as bad as it sounds. What we're looking at here are two things MotionPlus does well. The first thing is what Wii Sports Resort
 The smartest and most impressive use of the technology yet.
 The smartest and most impressive use of the technology yet.
does all the time: It ignores the linear motion to reduce drift significantly. Using rotational motion, speed and a cursor, you can still give a good estimate and approximation of movement. The game has no idea that the player in the video above raises his arm to put the sword into defensive position. If he had just turned the Wiimote sideways, the in-game animation would have been the same. This can work very well because human motion almost always has a rotational component.
    Consider Wii Sports Resort Archery: You would think that you aren't rotating the Wiimote at all, right? You're holding it out in front of you, moving it left, right, up and down. Clearly linear movement, right? Wrong! There is a miniscule amount of rotation whenever you move your arm left, right, up and down, and Motion Plus is accurate enough to read it correctly.

    The second thing that Red Steel 2 does is cursor enhancement. The moment the camera in your Wiimote loses track of the sensor bar, MotionPlus takes over in estimating where you point at. This estimate is very accurate, and even if it happens to be off, it is corrected instantly the moment the sensor bar becomes visible again. In practise, this enables developers to make games that always know where you point at, all the time, be it directly at the TV or not. In Red Steel 2, this knowledge is used for your sword slashes. They are 1:1 - Whatever direction, speed, and intensity (this is where accelerometer data is used!) you cut your TV in half with is perfectly replicated into the game - even though the technology isn't able to map it perfectly to your in-game polygonal arm and sword.

 Like this, but... functional.
 Like this, but... functional.
    There is a third thing that Red Steel 2 does that isn't shown in the .gif above, one that Wii Sports Resort doesn't use. And that is actual, full 3D space 1:1 motion recognition over short periods of time - the 2-3 seconds mentioned above. Combo moves are triggered by such motions. Gamers have become weary of and cynical about gesture input because of how unreliable it is with the regular Wiimote, prompting developers to have the game accept or just demand any kind of movement. Waggle, yes. In the seconds the Wii Motion Plus is able to detect full 1:1 motion, any kind of gesture input, no matter how elaborate, can be used as input. I am looking forward to seeing this implemented in more games.

   Speaking of which, I have not encountered anything that excuses devs from releasing games without MotionPlus support. Games that would clearly have benefitted greatly from a cursor that doesn't spazz out the game once it loses track of the sensor bar, games with hundreds of opportunities for cool and satisfying gesture input, games that boast themselves with dozens of control options.... Since the launch of the device in June 2009, only four MotionPlus-enabled games that aren't sports games have been released, two of which are flat-out bad, comparably unknown titles that don't employ it in any meaningful way.

   I'm not asking for dozens of games to require the player to buy an add-on and play with gestures, but is it too much to ask optional MotionPlus support in games that are clearly inferior because of the sensor bar and accelerometer's restrictions?


    With Zangeki doing well in Japan, Motion Plus selling in the millions, Red Steel 2 reporting high pre-order numbers, several M+ Wiiware games coming out and the next Zelda requiring it for play, I will continue hoping for more games that feature what we all wanted and imagined the Wii to do from the beginning, and whose absence so quickly turned so many people into bitterness and mockery. 
 
    Finally, the old showcase video of AiLive LiveMove2, which many of you might have seen already. See how the device does 1:1 motion recognition, but only in modes where the position is reset after 2-3 seconds of motion.

 

   And now some of you might think: "Wait, what if we used the exact same technology, but came up with some sort of system that could frequently verify the position and correct the data if necessary?"

That's an excellent idea, wouldn't you think? How could such a system look like? Here's a crazy thought: We could take the controller, and stick a huge glowing ball on top of it.


Next Up: Steal from the best - The Sony Arc.

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