dunno001 said:
There's one small thing being glossed over: EVERY controller has lag. No exceptions. Some of it is just not perceivable because of rendering speeds. I'll take an NES controller- the lag from the button press to the system was about 3 milliseconds (0.003s). Then it needs to call the command for the button, which takes a few more milliseconds. But, at 30 FPS, the NES had about ~0.03s (~30ms) before it had to draw the next image. Everything was processed before this interval was up, so the next frame could account for this, creating no visible lag. Enter today's market. The PS3 has a push for some games to be 60 FPS, effectively halving the time to draw an image (~15 ms, ~0.015s). The wire on the PSEye still has that 3 ms delay, plus there are now added delays from your motion to the camera, plus the system having to process and call the command for the motion data. This, in addition to having to call any button press commands, which come through on a seperate input. Apparently, this led to a greater delay than 0.03 seconds, or more than 1 frame, thus, the ability to perceive the lag. The Wiimote, with fewer inputs for control (all through the controller, rather than controller/camera hybrid), coupled with the controller itself getting light data from the sensor bar, reduces the window for lag. But the basics, like the input delay, the call function delay, and the need to process the extra data, like the gyroscope at X-0.1034 Y-0.0143, the light bar sensor angle difference, whether it is processed by the Wiimote or the Wii itself, all add to the lag. Whether it is sufficient enough to create noticable delay, I can't say for certain, since I don't have the data for input delays for this gen. |
But visible lag actually affects gameplay, cause as you said it takes longer, which in turn means it's a more delayed reaction, from what I've played so far it is indeed noticeable and can hurt things when you're doing faster movements. How this will work out in the long run remains to be seen however.
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