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dunno001 said:
kfd056 said:
Kantor said:
ArnoldRimmer said:
Kantor said:
kfd056 said:

Basically, PS move has slight lag and Wiimotion Plus doesnt have. Hope that answers your questions.

Wow. That's not even really trolling, it's just lying.

Firstly, every control input has lag, and secondly, Move's lag is no higher than that of WM .

Actually, it is.

If you take the lag of the Move controller alone then you're right, the lag should be pretty much exactly as high/low as a Wii Remote.

But since probably all games use the feature of locating the XYZ position of the controller by the use of the glowing ball and the camera, the lag is indeed a bit higher, because the video from the PS Eye comes in at only 60Hz and must be analyzed for glowing spheres before the XYZ location can be reported to the game.

Would be interesting to know if games that do not need XYZ location can turn this feature off to reduce lag and processing overhead.

Which means 60 frames would be processed every second. Depending on how long the PS Eye actually takes to process the data (in fact, I think, but I'm not certain, that the PS3 still processes, unlike Kinect), that lag would be...miniscule. It's one extra dimension, so one extra co-ordinate, so...in theory, half as long again? Assuming, of course, that the PS3 and Wii processed at the same speed, which they don't.

So the technical side is still a mystery, but the fact remains that no recent reviews speak of any significant (game-breaking or visible) lag.

From Craig Harris (IGN.com)

"My only issue is the lag: there's definitely a millisecond delay between your hand and the on-screen representation with Move and Sports Champions."

"That's where the Wii controller excels: there doesn't feel like there's any delay in its one-to-one motion."

What was that ?

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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