• Wie letztes Jahr von einigen gewünscht, hier eine Erinnerung zur Unterstützung.
  • Hallo zusammen, bitte prüft mal die im Forum hinterlegte Mail Adresse auf Aktualität. Es ist jetzt schon mehrfach passiert, dass Mails (z.B. für Benachrichtigung neuer PNs) nicht zugestellt werden konnten, weil die Konten nicht mehr existieren oder voll gelaufen sind. Danke!
  • Hallo Gast, falls du dich wunderst, wieso Bilder und Videos nicht mehr sofort angezeigt werden, schau mal hier.

Kinect

http://www.eurogamer.net/articles/digitalfoundry-kinect-tech-analysis
Kinect has a traditional RGB camera in it, as found in a multitude of webcams and mobile phones, and it's capable of a standard 640x480 resolution, operating at 30 frames per second. Alongside this are the depth sensors. These bathe the area in an infra-red wash, colour-coding the scene based on how far away the objects are. This is the key to Kinect's unique capabilities. Not only does it allow games to know where everyone and everything is in 3D space, but it also means that even without the RGB data it can operate just fine in any lighting conditions - even pitch black.

The depth map is the most crucial weapon in Kinect's arsenal, and it can also be integrated with the traditional RGB webcam image in a process known as registration, although the integration of the two planes together does incur a small additional CPU load. However, even without registration, we can see that developers are making use of it in the launch titles, visualising it directly into the game.

Perhaps the most dramatic example of this is in Ubisoft's Your Shape: Fitness Evolved. Here your on-screen persona is effectively a post-processed rendition of the depth map, with the main figure (i.e. the player) cut out, with additional particles effects overlaid to create a much smoother look.
Latency
However, it is important to point out that there are a huge range of factors that conspire to make Kinect react differently depending on the game being played. Rare's Nick Burton, who we spoke to at the hands-on event, was very specific in pointing out that his game operates with a latency of 150ms, not including display lag.

We've seen in previous Digital Foundry tests on console game latency that 30FPS titles typically operate at 100ms in a best-case scenario. While Kinect Sports can run at 60FPS (certainly the bowling does), the scan rate of Kinect is limited to 30FPS, so at the very best we should never assume to see any kind of response better than the 100ms "standard".

Over and above that there are other considerations. For example, in terms of the lag, there's going to be a fixed "cost" in acquiring the depth map and the RGB info, and there's also going to be an additional latency caused by the transfer of USB - you'd think that these are the baseline fixed costs of operating the system. Then there's the processing of the acquired data, and the different configurations from which developers can access it

So, what are these elements exactly and how would they impact performance? An RGB image with the depth map aligned (or registered, as Microsoft calls it) along with voice command analysis is clearly going to require more CPU work than processing skeletal data and some gesture-recognition alone.

This presumably explains why Burton was so keen to point out that his game operates at that specific level of latency. Even in our own latency tests, we can see an enormous spread of controller lag across many titles running at the same frame-rates and we can imagine the situation being a lot worse with Kinect, definitely in the short term.

As pointed out in our initial hands-on yesterday and indeed way back in the original gamescom Digital Foundry vs. Project Natal feature, the lag factor definitely feels like more of an issue simply because we are used to our actions being transmitted to the console at the highest, fastest level.

Our hands and fingers are capable of extremely fast reaction times, so while jettisoning the joypad may appear to make the games more accessible, the human body as a whole cannot react anywhere near as fast as our brain-to-finger reflexes. This is why Kinect games that, on paper, have the same overall latency as some more traditional joypad games, actually feel a lot less responsive.

Factoring in the inherent latency of human movement is perhaps one of the greatest challenges facing Kinect developers, and what's more this is this is likely to be more or less of an issue depending on the person playing.
CPU time
But just how much of a burden on the CPU are the NUI libraries, as they're referred to by Microsoft? Bearing in mind the fact that we have excellent motion-tracking on a consumer-level device, and that the processing chip in the original Natal design was removed in favour of a software layer implemented on the 360 itself, you could be forgiven for thinking that game performance would be impacted by the additional load.

Well, the initial rumours about the use of one core of the Xenon CPU are clearly way off beam based on the games we've seen. Kudo Tsunoda's Kinect Adventures is running some very attractive visuals using the Unreal Engine, which probably wouldn't take kindly to being run on an effectively crippled CPU.

However, the best example we've seen yet is the demo of the Kinect rendition of Forza Motorsport at the Microsoft media briefing. There's little doubt that the action on-stage wasn't scripted (as per the Project Natal Experience the night before) and here we are seeing the same silky smooth 720p60 that we've come to expect from Turn 10's excellent racing titles.

Probably the best source we have on the actual additional load that Kinect incurs on the Xenon CPU comes from the Wired magazine article on the then-Project Natal run a few months back. In that story, Xbox's technological frontiersman Alex Kipman pegged the load at 10 to 15 per cent depending on the tasks being asked of the various libraries.

Bearing in mind what Kinect is achieving, that's a pretty impressive achievement. This does not fully contradict the "one core" rumours that were previously circulating - it may simply be the case that Kinect only uses a certain percentage of that single processing unit, most likely spread across the two available hardware threads.

So while today's Forza demo suggests that Kinect can be backwardly imported into existing games, scheduling those significant NUI libraries into an existing pipeline could be problematic, especially in a system as sensitive to lag as this one.
Also, dass das eine stink normale Webcam mit 640x480x30 ist, find ich etwas erschreckend. Das PSEye hat hier sogar 60fps und kann IIRC sogar 1280x960 auflösen. Aber das kann ich heut abend mal gucken, hab die am Rechner dran. Nur zum Abfangen etwaigem Gestänker...Die Auflösung ist natürlich mehr als nur zweitrangig, aber die 60FPS find ich schon wichtig beim Tracking.
 
Zuletzt bearbeitet von einem Moderator:
wo hast'n da eine grafikoptimierung gesehen? da war doch nix weiter als die fuji-strecke mit mehr autos und speed-tree-bäumen.:)

Das hat GameSpot berichtet. Die Cockpitansicht sieht auch detailierter aus. Und wenn auf einer Forza 3 Strecke mehr Autos dargestellt werden ist das doch eine technische Verbesserung.

Schade, dass das Headtracking nicht für Forza 3 nachgeschoben wird.

Edit:
First thing's first: Greenawalt made it clear that we saw today was not a downloadable update or patch for the copy of Forza Motorsport 3 you have sitting on your shelf at home. This is a stand-alone package, complete with visual improvements that you wouldn't see without significant updates to the core game engine.
 
Zuletzt bearbeitet:
Wäre natürlich schade, wenn man todesbekifft Child of Eden in seinem bequemen Sessel zocken möchte. :D Aber vielleicht bekommt M$ das bis zum Launch ja noch hin.
 
Scheint noch nich festzustehen... Oder? Müssen se sich auf jeden Fall ranhalten das es zum Realease funzt. Also mindestens die Steuerung im Menü... im Spiel an sich is stehen jetzt nicht soo schlimm zumindest bei Sportspielen und dergleichen...
 
Scheint noch nich festzustehen... Oder? Müssen se sich auf jeden Fall ranhalten das es zum Realease funzt. Also mindestens die Steuerung im Menü... im Spiel an sich is stehen jetzt nicht soo schlimm zumindest bei Sportspielen und dergleichen...

Selbst wenn sie das noch fixen: Der Lag von 100-200ms wie mehrfach berichtet geht imo gar nicht. Dann noch der Preis!
Imo gibt das unabhängig von dem "Stehproblem" ne große Totgeburt.
 
Scheint noch nich festzustehen... Oder? Müssen se sich auf jeden Fall ranhalten das es zum Realease funzt. Also mindestens die Steuerung im Menü... im Spiel an sich is stehen jetzt nicht soo schlimm zumindest bei Sportspielen und dergleichen...
Naja, bei Partyspielen könnte ich mir noch vorstellen mal ne kurze Zeit zu stehen, aber für mich gehört zum Zocken eben auch das gemütliche Sitzen auf der Couch dazu. Ich stell mich doch nicht stundenlang vor die Kiste!
 
Es ist undenkbar, dass es in den Handel kommt und im Sitzen nicht funktioniert. Falls doch, wäre es natürlich ein epischer Fail besonderen Ausmaßes. :D

GAF schrieb:
In the promo video they showed, the guy scrubbing through the movie was sitting down.
 
Zurück
Oben