Sony has finally unveiled its motion controller in full today at its GDC 2010 press conference. The motion controller has been named the PlayStation Move.
The controller actually has two separate pieces. The main Move portion is what was shown at E3 2009 and features a glowing ball on the end that the PlayStation Eye (the camera) uses to locate its location. This half features an analog trigger on the back, a big, main button on the front, and the standard PlayStation face buttons (X, Circle, Square and Triangle).

The second half of the PlayStation Move controller is called the sub-controller (we do not know if that’s its final name at present). This doesn’t have a glowing ball on the end but instead features an analog stick, D-Pad, a couple of face buttons and an analog trigger on the back. It’s all wireless, so unlike the Wii Nunchuck, the sub-controller doesn’t need to be plugged into the main motion controller to work, also unlike the Wii Nunchuck it doesn’t use motion sensors, but again this could change before release later this fall.
March 15, 2010 at 5:08 AM
http://boards.ign.com/nintendo_wii_lobby/b8270/189779007/p1
In this forum there’s an ongoing argument between two users: Freakybabyblues and Indy83. From the pages of discussion some facts are uncovered that pertain to the Sony Move. Whether these are confirmed or not, I don’t know but it does give the reader a few ideas.
From a consumer’s point of view both the wiimote and the Sony move will be accurate. The only perceived difference is the way this two controllers “refresh” themselves between movement. The wiimotion plus will allow the wiimote to refresh, while the Playstation eye will allow the sony move to constantly refresh. Thus they will both be able to track your movements. According to this forum though, because the Sony move will constantly be refreshing every few seconds, there is a difference.
Will the sony move really be able to continuously keep track of your movements? If you move too quickly will there be a lapse in the tracking system? Of course your controller will be picked up but in a sword swing, for example it will pick up point A and point B, but will everything in between get picked up?
These may only be a minor problem at the most, it may not even be a problem at all considering that it could be compensated with some extra programming. But what if it is? Does that mean you won’t be able to react frantically? That everything motion must be precise or the user will suffer an error?
A wait and see mentality should be adopted, one thing I’m already hearing is to avoid multiplatform games. If any of these issues are a problem, then they will no doubt become evident there. dude87(Quote)