Hynad said:
When I started playing, I noticed there was some very noticeable lag when I would aim in Metroid: Other M. The reticule would appear kind of slow and laggy. My brain would adjust to the lag and it would end up not being much of an issue, but I tried switching to the Game picture mode, which removes the input lag. Indeed, the reticule was now extremely precise and fast, without any lag. So I found a compromise for using the Game picture mode without messing with the picture settings that are optimal for my 2 HD consoles. I just switch the Dynamic Contrast option ON when I'm using the Wii, switching it back off when I'm on the other consoles. I often suspect that many of the reports about the motion controllers you see online are ones that don't realize that a lot of the lag they notice is nothing but input lag coming from the TVs themselves and not the actual motion devices.
Note: My TV is the Sharp LC32LE700UN. |
Aye, but input lag in Killzone 2 was definitely noticeable vs other games on the same set. The guys at Digital Foundry did a whole study comparing it to other titles, and back in May they did a comparison specifically between Killzone 2 and Killzone 3:
By using a Ben Heck PS3 latency controller monitor board, we can re-run the same tests we carried out with Killzone 2, where we established overall input lag to be a disappointing 150ms with the game running at its optimum 30FPS. In this video taken from the Killzone 3 multiplayer beta, we re-run that test at the same optimal 30FPS frame-rate, using the botmatch option to best simulate offline gameplay. Bearing in mind that the best latency result we've had from a 30Hz shooter has been 100ms, Killzone 3's 116ms response is impressive, and with the game still months away from completion, there's every chance that Guerrilla can improve the situation still further. While a 33ms improvement may not sound like much, in the world of first person shooters, it makes a big difference. We can also confirm that the developer has done extensive work on the dead zone of the analogue controls, making the process of aiming much lighter than it was in Killzone 2. |