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Sony patenteert biometrische PlayStation-controllers

Sony heeft in 2010 biometrische PlayStation 3-controllers en een biometrische handheld gepatenteerd. De sensoren dienen in games als extra invoermethode, waarbij het spel wordt aangepast aan de gemoedstoestand van de speler.

De patentaanvraag werd door Sony in december 2010 ingediend en onlangs ontdekt door Siliconera. Het patent toont een DualShock-controller, een PlayStation Move motion-controller en een op de PlayStation Vita lijkende handheld die voorzien zijn van biometrische sensoren.

De sensoren meten de weerstand van de huid, en de hartslag en spiersamentrekkingen van de speler. Deze informatie kan in games gebruikt worden. Sony geeft diverse voorbeelden, zoals wapens die beter of juist slechter worden als de speler stress ervaart, muziek die verandert of dat het spelpersonage gaat zweten als de gamer dat ook doet. Of Sony ook van plan is om het patent daadwerkelijk tot een product te ontwikkelen is niet bekend.

De patentaanvraag doet denken aan de Wii Vitality Sensor die Nintendo op de E3 in 2009 aankondigde. De Wii-accessoire wordt echter geplaagd door technische problemen. Op de E3 van dit jaar maakte Nintendo-topman Shigeru Miyamoto bekend dat de Japanse gamesgigant er nog steeds aan werkt om de Vitality Sensor op de markt te krijgen.

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Lees meer

Sony vraagt patent aan op Kinect-kloon Nieuws van 21 februari 2012
PS Vita Review van 27 november 2011

Reacties (38)

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Mario Kart is imo wel het slechtste voorbeeld. Vooral de Wii versie speel ik al tijden niet meer door die afschuwelijke rubber banding. Het komt erop neer dat als je voorop rijdt, je door een man of wat naar de laatste plek geknald wordt. Dan krijg je een paddestoeltje als compensatie... Het maakt ook niet uit hoe hard je gaat, de nr2 zit altijd vlak achter je.

DTM Race Driver was ook heel erg. Die ging uit van je snelheid in de eerste ronde. Was die goed, dan had je een zware dobber aan de rest; die reed namelijk harder dan mogelijk.

Natuurlijk hoeft het niet erg simulatie te zijn, maar een beetje realistisch mag wel. Mooie herkenbare site hierover: http://tvtropes.org/pmwik...omputerIsACheatingBastard
Kijk uit met klikken, het is net WIkipedia. Je bent zo een paar uur zeer herkenbare dingen aan het lezen. Vaak met een smile erbij. ;)

http://tvtropes.org/pmwiki/pmwiki.php/Main/LuckBasedMission
It could be argued that the higher difficulty levels in Mario Kart Wii qualify, as no matter how well you race, the AI opponents will inevitably gang up on the player. Making matters worse is their tendency to fire off the POW Block (which stuns everyone in front of the user) and the Lightning Bolt (which stuns and shrinks everyone except the user) in quick succession, and since any items you're carrying are dropped when hit by these items, even being hit by only one of the two is virtually a death knell.

Not only that, but the game suffers from Artificial Stupidity if you decide to play Battle or a team VS race with the AI. Your computer allies will either do as good as you or be extremely retarded and not do anything to help your team win, leaving you to do all the work. How well your computer allies play is random, thus, luck based. It is possible to place first in all four races and still lose because of your AI teammates.
This is probably because, like a standard non-team race, each AI kart is randomly assigned a place before the first race ever really starts. If most of your team is on the lower end of the spectrum, better luck next time.
Mario Kart Wii also rubs acid deep into your cuts by giving you a ranking after completing a cup based on how "well" you drove. Holding first for most of a race and running afoul of few traps nets you a high ranking. Getting assaulted by the computer constantly and only winning by the skin of your teeth through sheer luck and determination nets you a low ranking. On the higher-difficulty cups, the latter happens far more often than the former. Thus, not only does it require a herculean effort on your part even to place first, but it's most likely that you'll then be slapped with a D or C ranking for being such a poor driver. Oh, yeah. Did we mention that getting some of the best characters and vehicles requires you to get two gold stars (the highest rank) on the hardest cups at the highest difficulty levels?
en
http://tvtropes.org/pmwiki/pmwiki.php/Main/RubberbandAI
The Mario Kart series does this to an exceptionally annoying and inconsistent degree. Wipe out at the start of a race and it's a straightforward task to still win. Wipe out near the end of the last lap (having raced a perfect game so far), and there will always be 3 guys right behind you to snatch all the points.

And if you're good at hitting shortcuts, expect the computer to be able to suddenly hit a top speed well beyond what any human could do. The most blatant instance is Rainbow Road in Mario Kart 64, which has a shortcut that can literally skip 40% of the course (which is, to this date, the longest course in the game series's history). Even if you hit said shortcut on all three laps, the computer is still able to catch you on the last lap.
By turning on the map-view in Mario Kart 64 it's possible to watch opponents suddenly accelerate to unrealistic speed when they are far behind.
Mario Kart Wii, unfortunately, takes the rubber-banding to a new low (high?) after the fairly cheating-free DS game. The computer racers change their speed depending on your position in the race, and they also get much better items than you if you're ahead. This is all par for the series, though...until you realize that there are more drivers in Wii—12 instead of 8. The result is that driving too far ahead of the pack results in your getting bombarded with three or four items in a row, which requires impeccable coordination that only a computer could muster and adds at least five seconds to your lap time. This cheating is so blatant that it seems like Nintendo wants to discourage players from being good at the game, and leaves the results of races to nearly random chance. At least there's always online play...but then you encounter the really good players, the ones who have beaten the computer at their own game and then some.
One of Mario Kart Wii's tournaments had players race Donkey Kong and Diddy Kong while they had an infinite supply of banana peels. If you tried to get ahead of them, they would ROCKET up to you to make sure you couldn't stay ahead. While the AI never does this in a regular race, the two in this tourney outright broke that rubber band.
To add to this, the times the AI gets in GP mode is directly based on the player's time by some form of rubber band system, so for example, if the player uses a massive glitch shortcut three times to get a time of say... 30 seconds, the AI's times, or at least the top half of them, apparently beat the non-shortcut world record for that course in time trial. This can most often be seen on Grumble Volcano. On the other hand, if the player does do awful, the AI times of those that came after him are often ridiculous, whole minutes behind the player's, even if the AI was right behind them the whole way.

[Reactie gewijzigd door Señor Sjon op 2 november 2011 12:31]

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