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WereKitten said:

Apples to oranges.

KZ2's so-called lag is from button pressure to on-screen animation going through a running game loop. Kinect's ~150ms is from input to output going through a libray call simple output loop. You'll have to probably add something like another 70-100ms on top when you measure the same in a real game with rendering, double buffering, running AIs and so on. Pretty much what the OP said, basically.

Also let me say that these raw lag numbers have very little meaning. We organically perceive times and delays very differently depending on our actions and focus. Since my arm movement or footing shifting will last a good fraction of a second, those extra 100ms Kinect takes for full movement detection might very well be not perceived at all, whereas they could be obnoxious when guiding an on-screeen pointer or in discrete sharp actions like a button pressure.

Still: apples, oranges ;)

Actually the most significant difference is whether you're looking for latency or not. In a critical piece like this or for anyone trying to put Kinect through its paces they would be experiencing latency. On the other hand if you're not looking for latency and are just aiming to play the game your feelings of latency would be completely different. Its a critical bias which doesn't reflect real world useage.

PS and I know about the extra game logic on top of Kinect processing. However I cannot say how much is serial and how much is in parallel with Kinect processing.



Tease.