Scoobes said:
MaxwellGT2000 said:
nightsurge said:
MaxwellGT2000 said:
I've found lag to be fairly consistent from game to game to game, you do the action and the game reacts a moment later, and it's for every game, it's different experiences for each game cause the lag will hurt one game more than the other, Reflex Ridge a game that requires reflexes and timed jumping lag will hurt more than Rally Ball, I brought Reflex Ridge up in the lag portion of my impressions for that specific purpose, its showing off a game that requires quicker timing and you can fuck up through no fault of your own, it will just jump after you physically jump which can lead to problems if you do whats natural which is jumping right before the obstacle.
I remember reading preview after preview that discussed the lag and how the hardware just has a 100ms lag because of how it works, that's going to be that consistent lag you see in every game, just about every review mentions lag in games, the only game this seems different from is Dance Central and you can clearly see the delayed reactions in free style, but again it's the type of game it is that helps them.
Does that mean it's bad that they're doing their own work arounds? No, hardware has limitations, working around those limitations is just good design, which is why Dance Central is getting good scores and good reactions from people and just about everything else not so much.
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Again, there are no "workarounds" being used for Dance Central. I already explained this.
Also, the 100ms lag, you do realize, is lower than Halo 3 and Killzone 2 standard controller input lag?
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I quite frankly don't believe you on Halo 3 I'd like some documentation, I can post video after video showing kinects lag, I couldn't say the same about Halo 3, Killzone 2 on the other hand had input lag, everyone complained about it, it was really noticeable and interfered with gameplay and it had to be patched, that was software causing the lag, not the input device however.
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He's right to a certain extent in that most 30FPS games have over 100ms latency. Digital Foundry did an article on it a while back:
http://www.eurogamer.net/articles/digitalfoundry-lag-factor-article?page=3
Game | Latency Measurement |
Burnout Paradise |
67ms
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BioShock (frame-locked) |
133ms
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BioShock (unlocked) |
as low as 67ms
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Call of Duty 4: Modern Warfare |
67ms-84ms
|
Call of Duty: World at War |
67ms-100ms
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Call of Juarez: Bound in Blood |
100ms
|
Forza Motorsport 2 |
67ms
|
Geometry Wars 2 |
67ms
|
Guitar Hero: Aerosmith |
67ms
|
Grand Theft Auto IV |
133ms-200ms
|
Halo 3 |
100ms-150ms
|
Left 4 Dead |
100ms-133ms
|
LEGO Batman |
133ms
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Mirror's Edge |
133ms
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Street Fighter IV |
67ms
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Soul Calibur IV |
67ms-84ms
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Unreal Tournament 3 |
100ms-133ms
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X-Men Origins: Wolverine |
133ms
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However, as you pointed out, in these games listed, no input lag is actually noticeable (with the possible exception of GTAIV), yet it is noticeable in the Kinect games as seen here:
http://www.eurogamer.net/videos/kinect-latency-tests
This would suggest either that MS' latency estimates are an absolute minimum that is rarely reached, or some other effect such as collective latency between camera, 360 and TV that add up to more than the 100ms for just the camera. Alternatively, maybe the lag is just that much more noticeable when using a camera based system.
Edit: found the article to go with the second vid:
http://www.eurogamer.net/articles/digitalfoundry-the-case-for-kinect-article
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