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MS: Kinect's 'super-responsive' potential finally being realised

Sensor getting better with time, argues Microsoft's Kudo Tsunoda

Experienced Kinect developers are starting to unlock "a whole bunch of new stuff" with their "super-responsive" second-round of Kinect titles.

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That's according to Kinect's Microsoft creative director, Kudo Tsunoda, who told assembled press at E3 that lowering the latency of the Xbox 360 is allowing new kinds of experience, such as the freshly-revealed Kinect Star Wars.

"I think the great thing about Kinect, and you saw so many new types of experience at the E3 keynote, is it's all being down with the same hardware and development tools that have been available for a while - it's just us as developers getting better at using the technology," he said.

"You could see that in Kinect Star Wars: we've got the responsiveness down now where you could be blocking laser shots coming in with the lightsaber, which obviously needs to be very responsive to be able to do that.

"You can even knock the laser shots back at those firing at you by getting in ahead of where they're coming in," he said.

Tsunoda added that "super-responsive" latency is essential for making games like Star Wars "feel right".

"The amount of precise control and responsiveness you need to do those detailed actions inside a game, and to make those feel right so you feel like a super-powerful Jedi... obviously not getting latency in the game is going to enable that kind of experience," he said.

"It's super-responsive, and that's certainly unlocking a whole bunch of new stuff."

Microsoft released its Kinect Windows SDK last week. We look forward to seeing everyone's crazy creations.

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