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Lag Analysis For the PlayStation Move

The $64,000 question about Sony's upcoming motion control system, the PlayStation Move, is how responsive it will be compared to traditional console controllers and its counterparts from Nintendo and Microsoft. Eurogamer slowed down videos of Sony's tech demo software to establish a rough baseline latency that developers will have to work with. Quoting: "While exact latency measurements aren't possible in these conditions, a ballpark idea of the level of response isn't a problem at all. The methodology is remarkably straightforward. Keep your hand as steady as possible, then make fast motions with the controller. Count the frames between your hand moving, and the motion being carried out on-screen. Equally illuminating is to stop your movement suddenly, then count the frames necessary for your on-screen counterpart to catch up. While not 100 per cent accurate, repeat the process enough times and the frame difference becomes fairly evident. Bearing all of that in mind, and recognizing that we don't know how much latency the display itself is adding, I'd say that a ballpark figure of around 133ms of controller lag (give or take a frame) seems reasonable, certainly not the ultra-fast crispness of response we see from games like Burnout Paradise or Modern Warfare, but fine for most of the applications you would want from such a controller."

71 comments

  1. First Post! by Anonymous Coward · · Score: 0, Funny

    First Post! Im on a PS3 with PS Move

  2. Okay, so... by Anonymous Coward · · Score: 0

    How about a concrete price point? If it's more than two digits, then they can move my balls.

  3. Not for action games then? by TSchut · · Score: 2, Insightful

    Since I suppose that 133ms + delay from your screen is quite noticeable. Too bad if you're sword fighting with a friend, 133 ms can make the difference between living or having your head roll on the floor!

    1. Re:Not for action games then? by Anonymous Coward · · Score: 0

      It would be interesting to see similar analysis on Project Natal and Wii MotionPlus.

    2. Re:Not for action games then? by Anonymous Coward · · Score: 0

      Not for action games then?

      Honest question - what kind of games are motion controls good for besides "action games"?

    3. Re:Not for action games then? by Anonymous Coward · · Score: 1, Informative

      It's been done for Natal, though maybe not in as much detail. Quick Google search says between 80ms and 120ms.

      http://dualshockers.com/2010/02/23/natal-input-lag-timed/

    4. Re:Not for action games then? by TSchut · · Score: 1

      Not for action games then?

      Honest question - what kind of games are motion controls good for besides "action games"?

      Bowling, fitness, golf, various other sports games? Seriously, take a look at the Wii lineup and you'll see plenty of games that could be considered action games in the widest sense but usually aren't.

    5. Re:Not for action games then? by ZosX · · Score: 1

      Not only that, but compounded with network lag which can easily add 50-100ms on top of that. So now you are two frames behind. At 60fps that is fast, but to the twitch fps gamers, it would probably certainly be noticeable.

    6. Re:Not for action games then? by grumbel · · Score: 2, Insightful

      Since I suppose that 133ms + delay from your screen is quite noticeable.

      The 133ms include the delay from the display, so its not that bad.

      Too bad if you're sword fighting with a friend, 133 ms can make the difference between living or having your head roll on the floor!

      When both are using Move, both have to deal with the lag, so there is no difference.

    7. Re:Not for action games then? by Nadaka · · Score: 1

      There is no difference if you are both reacting to something external, but if you are reacting to your opponents actions, then yes it most definitely will be a difference because your reaction is delayed from when you can perceive the signal.

    8. Re:Not for action games then? by Anonymous Coward · · Score: 0

      At 60fps, 250ms is 15 frames not 2.

    9. Re:Not for action games then? by Anpheus · · Score: 1

      The display should only account for 16-30ms (30 to 60fps) of delay. They're recording 133ms or four frames at 30fps of delay, or eight frames at 60fps.

    10. Re:Not for action games then? by jduhls · · Score: 1

      you're sword fighting with a friend...having your head roll on the floor!

      Sheesh. Some friends YOU have!

    11. Re:Not for action games then? by Lostlander · · Score: 1

      not really any higher than the latency in the average internet connection. I would think there should be plenty of ways to compensate. such as intentional attack queuing with timestamps and if your friend is using a similar controller there should be little issue as you will both have similar latency.

    12. Re:Not for action games then? by Anonymous Coward · · Score: 0

      There's no way Natal lag is lower than Move. The lag in Natal is absolutely brutal. Ricochet is damn near impossible to play.

  4. Re:GNAA analysis for Lunix by Anonymous Coward · · Score: 0, Offtopic

    I know old man Gates has a lot of time on his hands these days but this is taking the piss.

  5. Yay 133ms by Xest · · Score: 4, Funny

    It'll be like playing Quake on dialup again, oh the nostalgia!

    1. Re:Yay 133ms by Jedi+Alec · · Score: 1

      Agreed, 133ms is when you start to swear a bit when it happens bouncing a signal to an online server a few countries away and back. Not from the controller to a tv and then back to the eyeballs.

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    2. Re:Yay 133ms by bluesatin · · Score: 4, Insightful

      Don't forget that games have inbuilt lag compensation, so it doesn't feel like 133ms to the person playing; your gun makes the firing noise and animation straight after you click, regardless of your ping.

      Input lag is by far worse than network lag for games.

    3. Re:Yay 133ms by Xest · · Score: 1

      It's when your red dot sight on Quakeworld TF is always a couple of centimetres behind where you're actually pointing on screen.

      It's where you have to aim where you think the other player will be in 133ms and can tell yourself you're an awesome player for one shotting him because he was on ISDN and only had 60ms ping and should've easily got you first.

      But then you get broadband, and realise it is actually more fun being able to just simply aim and shoot, as much as there was a feeling of victory to be had from near perfecting the skill of being able to kill those LPBs from your well honed ability to know where they were going to be when that bullet landed at the server.

    4. Re:Yay 133ms by Anonymous Coward · · Score: 0

      Agreed, after recently getting a nice razer orachi blue tooth gaming mouse for my laptop this becomes much more apparent, the latency on the thing cordless is 8ms, the latency with cord attached is 1ms, its not huge, but enough to notice when playing fast paced games (tf2, bf2, etc), although fine for mmog and rts (daoc, sins of a solar empire, dawn of war, etc).

    5. Re:Yay 133ms by RulerOf · · Score: 1

      , its not huge, but enough to notice when playing fast paced games

      You need to have your head examined.

      At 60 FPS, a frame is 16.7 ms long. I.E. adding 7ms to your input latency doesn't even show up on the screen.

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    6. Re:Yay 133ms by dangitman · · Score: 1

      At 60 FPS, a frame is 16.7 ms long. I.E. adding 7ms to your input latency doesn't even show up on the screen.

      It does if your baseline input latency is 10ms.

      --
      ... and then they built the supercollider.
    7. Re:Yay 133ms by TheLink · · Score: 1

      I used to play quakeworld team fortress (custom and normal) with 700ms ping or even higher.

      Definitely a disadvantage, but with games like teamfortress, being able to kill the enemy isn't so important.

      Getting the flag from one point to another could be way more important, and the flag moves about the same whether you have 10ms ping or 1000ms ping ;).

      And with custom team fortress, coming up with a suitable setup can help a lot to mitigate lag :).

      --
    8. Re:Yay 133ms by Rogerborg · · Score: 2, Interesting

      So we're clear, we're talking about input lag here.

      "lag compensation" isn't what you're describing, by the way. That's just lag hiding. Lag compensation would be having the server wind the world state back (approximately) to where it was when the client performed an action, in order to determine the result. Do you know of any games that do that?

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    9. Re:Yay 133ms by aj50 · · Score: 1

      Team fortress had pretty good lag compensation as I remember (to the point where people who were not lagging would complain that they died after they had got into cover).

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    10. Re:Yay 133ms by Grieviant · · Score: 2, Insightful

      That's not lag compensation, it's simply doing some of the game actions immediately on the client side without any host side validation. Without it, basic actions like moving, firing, jumping, etc would all have to be lead, and the amount of lead would vary from game to game depending on your latency to the host (extremely frustrating).

      However, these things are only happening immediately on your screen, not the host's console. So although you might see your bullets connecting with the target's face, it never actually happened unless the host agrees. The claim that "input lag is by far worse than network lag" is absurd unless you're talking about a game with client side hit detection (e.g. Shadowrun), but most console games use host side detection (Halo, Gears of War, Call of Duty, etc).

    11. Re:Yay 133ms by TheThiefMaster · · Score: 1

      Only if you assume the input is happening at the exact start of a frame (so isn't sampled until 16ms later in both cases). If you assume the controller can be pressed at any point during a frame, then the difference in input latency does show up.

      Assuming the game samples input at the start of a frame and the results of that sample show up on-screen 16ms later at the end of the same frame*, the latency between pressing a button on a 1ms controller and seeing the result on-screen would be 17ms if you pressed it exactly 1ms before the input sample is taken by the game. A fraction of a second later and it would miss that frame. You'd press the button, see the last frame show, the game would input sample, then your input would arrive, wait a frame, see another frame without your input be displayed, then the game samples and actually sees your input, then wait again before a frame with your input makes it to the screen. Two frames, plus just under the full input latency. 32.99ms! Pressing it later and later gets you slowly back towards pressing it 1ms before the input sample for a frame is taken. The end result is an even distribution of 17ms to 33ms latency.

      For an 8ms input latency, the same is true. Minimum latency is 24ms (8ms input + 16ms frame). Max is just shy of 40ms (8ms input + two 16ms frames).

      So increasing input latency from 1ms to 8ms does add 7ms to the min, max and average latency between activating that input and seeing the result on-screen.

      * pipelining is popular in game code these days, a 60 fps game will likely use a 2-stage pipeline (game code, render), with each being 16ms and happening in parallel. So one frame it's rendering the last frame while running game code for this one, then next frame it's rendering what is now the last frame and doing game code for this frame. This means that there is a two-frame latency between the input sample being taken and the game finishing rendering the frame that uses that, meaning 33ms latency. However because input is still sampled every 16ms, the best case total latency between controller and screen is input latency + 33ms game latency, and the worst is input latency + 16ms sample rate + 33ms game latency.

      Not to mention that the graphics chip will take time to transmit the rendered image to the display (typically an entire frame, aka 16ms), which will take time to display it (crts normally display as received, so are effectively no latency, tfts doing rescaling can be as bad as 100ms), and most games being only 30 fps on consoles (with the same two-frame pipeline, i.e. 66ms latency), you could end up with over 200ms latency locally. That's pretty horrendous, and could account for a lot of the "133ms" of latency seen in this controller.

    12. Re:Yay 133ms by Jaqenn · · Score: 3, Insightful

      I thought that the half life engine (and presumably it's decendants) did something like this. About 10 years ago they updated the engine, and a bunch of people playing counter strike started complaining that they were being shot based on a laggy opponent's client's view of where they were, not where they actually were.

      Someone posted a humor article describing how JFK was actually around a corner at the moment his assassin fired, but I couldn't find the link.

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    13. Re:Yay 133ms by bluesatin · · Score: 1

      The claim that "input lag is by far worse than network lag" is absurd unless you're talking about a game with client side hit detection (e.g. Shadowrun), but most console games use host side detection (Halo, Gears of War, Call of Duty, etc).

      The amount of disconnection you feel with input lag is by far worse than network lag, having your mouse take 100ms to turn your view would be unplayable for me; yet I will happily play with 100ms of network lag.

    14. Re:Yay 133ms by Anonymous Coward · · Score: 1, Interesting

      "lag compensation" isn't what you're describing, by the way. That's just lag hiding. Lag compensation would be having the server wind the world state back (approximately) to where it was when the client performed an action, in order to determine the result.

      Do you know of any games that do that?

      Every popular FPS made in the last 8 years. Adjusting target lead by latency is an ancient memory. Tribes2 even did it, back in 2001.

    15. Re:Yay 133ms by Rogerborg · · Score: 2, Informative

      Well, colour me impressed: so it does. Good on Valve for grasping the nettle.

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    16. Re:Yay 133ms by RulerOf · · Score: 1

      Two frames, plus just under the full input latency. 32.99ms! Pressing it later and later gets you slowly back towards pressing it 1ms before the input sample for a frame is taken.

      I like your analysis of the issue, but quite frankly you're really proving my point.

      The "Ack, wireless = delay = fuck wireless" was a good argument back when it was noticeable on all wireless mice say 6 or 8 years ago. Now, however, assuming your wireless mouse doesn't blow a boatload of goats, you're talking a maximum visible difference between a wireless and wired mouse being, on average, zero to one frames.

      I don't really care how much of a pro/gosu/azn/twitch gamer you are, if you're bitching about one frame, the difference is in your head, not your eyes.

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    17. Re:Yay 133ms by nsrbrake · · Score: 1

      Yeah, or like playing WoW on a Canadian ISP using DPI... I'm lookin at you Rogers. -.-

      --

      Bah!
    18. Re:Yay 133ms by TheThiefMaster · · Score: 1

      I wasn't arguing that 8ms wasn't insignificant, just that it would still exist on top of the frame time. Compared to the 100ms latency of a typical console game, 8ms is minor.

      Strangely I haven't seen anyone complain about the latency of a wireless gamepad, only mice.

      I personally use a wired mouse, but only because on my wireless mouse the batteries always went flat in the middle of a game. With a rechargeable mouse that wouldn't be an issue.

    19. Re:Yay 133ms by RulerOf · · Score: 1

      on my wireless mouse the batteries always went flat in the middle of a game.

      Logitech makes a couple of mice with removable batteries that charge in the mouse dock. Good for solving that issue.

      Personally, I use a bluetooth mouse, but I get around the dying battery issue by having two of them. MX-5000 desktop was on clearance for $30 at best buy some years back, so I got 5 for the price of 1 and outfitted two laptops, desktop, HTPC, and so on.

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    20. Re:Yay 133ms by Sparr0 · · Score: 1

      A) False. Consider a simple game in which you press the right arrow when you see a light flash, and your character begins moving to the right at 10 pixels per frame. When you see the light flash, assume you have zero reaction time and press the right arrow immediately. With no input latency, the next frame will show your character moved 10 pixels to the right. With half a frame of input latency he will be moved only 5 pixels to the right.

      B) You also assume here that reactions are only made to visual stimulus. Audio output from games has much lower latency (the length of the buffer, which might be 1ms). In the above example game, the light might have flashed and there been an accompanying beep a single audio sample after the last frame, which means that reacting instantly gives me an entire extra frame (9.999999 pixels) head start.

    21. Re:Yay 133ms by Sparr0 · · Score: 1

      I have seen captured video of pro quake and counterstrike players in which they reacted to something, aimed, fired, and aimed back on their original course, all within the span of a single frame. That is, the crosshair was never rendered on-screen as pointing at their target.

    22. Re:Yay 133ms by Grieviant · · Score: 1

      I would agree if the scenario you speak off was relevant. Respectable developers just don't release games with crippling input lag, which is why I can't see them using the motion driven controller for an FPS until they get the lag down. I'm not so sure 100ms is crippling for most FPS (you can probably play a tactical shooter or medium-paced shooter such as Halo), but it probably would be for twitch shooters like Quake.

      My objection was to your phrasing - you made it sound like input lag was the primary factor in how well a modern FPS plays. In reality, input lag is almost always kept low enough to prevent the game feeling like crap (by design), and network lag is the main source of frustration.

    23. Re:Yay 133ms by KDR_11k · · Score: 1

      However unpopular FPSes like Section 8 and Global Agenda (notably both involving jetpacks and thus highly mobile targets at times) don't for some reason.

      --
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    24. Re:Yay 133ms by ToasterMonkey · · Score: 1

      I have seen captured video of pro quake and counterstrike players in which they reacted to something, aimed, fired, and aimed back on their original course, all within the span of a single frame. That is, the crosshair was never rendered on-screen as pointing at their target.

      Bull shit. Sorry, you might have thought you saw that, but it didn't happen.

  6. Re:Could it be? by Anonymous Coward · · Score: 0

    no

  7. And again my lament... by Opportunist · · Score: 2, Insightful

    Wii-style controllers are for fun. Not for accuracy. Not for performance. Not for precision. They are meant to be a fun tool to play a game. It is by far the most inaccurate way to put input into your machine. It's like typing on a "virtual keyboard" on a touchscreen, or a projected one. Yes, it's insanely cool to use a keyboard projected onto your desk instead of an ordinary one. But you neither get the tactile feedback, touch-typing is pretty much impossible and so on. You will not write as fast on any projected/displayed keyboard as you do on a standard keyboard.

    The same applies to these motion controllers. Yes, they're a freaky cool toy. They sure offer a new aspect of "fun" to games. Especially in company when you can watch others gyrate, bounce and stretch (funny or sexy, depending on gender, body type and personal preference). But be honest: Ever tried to play DDR on a keyboard instead of the dance mat? Dunno about you, but I'm HEAPS better using a keyboard.

    In short, if you want performance and precision, stay with the old style controllers. Motion controllers are cool if the way is your goal, i.e. when playing the game is where the fun is at. If reaching the goal is paramount, i.e. beating some boss or making the next achivement, they are rather unsuitable.

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    1. Re:And again my lament... by suisui · · Score: 1

      Those fun games were done and sold by Nintendo already. I'd like to see a functional tool that can become useful in a wide variety of yet unforeseen situations, but that would require an input lag and accuracy similar to the tried and tested 'old-style' controllers. And that's why the Sony and MS motion controllers are doomed to fail as expensive but clunky and uncomfortable prototype models.

    2. Re:And again my lament... by Anonymous Coward · · Score: 0

      I work with sub-millimeter accurate 'motion controllers' for simultaneous head and hand tracking. When you are trying to achieve accurate hand-eye coordination, latency and accuracy need to be the best quality you can get.

    3. Re:And again my lament... by Aphoxema · · Score: 2, Insightful

      Wii-style controllers are for fun. Not for accuracy. Not for performance. Not for precision.

      Is that by necessity or is that just the way it's been so far? Is it impossible to improve on or change the expectations of?

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    4. Re:And again my lament... by not-my-real-name · · Score: 1

      Wii-style controllers are for fun. Not for accuracy. Not for performance. Not for precision. They are meant to be a fun tool to play a game...

      Pardon my ignorance, but I thought that games were suppose to be fun, or maybe I'm just not a hardcore gamer.

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    5. Re:And again my lament... by shadowrat · · Score: 1
      there are certain aspects to motion controllers and cameras that are hard to overcome. They are not impossible to overcome, but hard.

      Input lag is a twofold issue. the wiimote simply doesn't have a very fast connection. 100 frames a second. Information just doesn't get to the system as fast as a button press on a 360 controller.

      Input lag is more than just how fast an accelerometer reading gets to the system. Games that require complicated gestures simply can't determine if you have done the gesture, until you have finished the gesture. In this situation the input lag is tied to the time it takes you to do a gesture. what the game does in the meantime could be just wait there, or maybe play some generic, "you are gesturing" animations. The connection speed can be improved through tech. this gesture lag issue is more of a design thing.

      There is no tactile feedback. In the games i make, i notice players will continue to tilt the wiimote to the left even though all onscreen cues indicate the character is not turning left any faster. People sometimes even tilt so far that the accel might start reading right again and the turning left slows. It makes it hard to require precise input on the part of the player. Haptics and force feedback are in their infancy. i'm sure this can be improved, but not in the very near future.

      Coupling the lack of tactile feedback with either a slow interface or a system that needs to wait for you to complete a throw to know you threw creates the perception of a non responsive system. The wii made up for this by isolating the input to the bare minimum. it doesn't matter how you swing, the batter or tennis player will swing. people swing it like it's a tennis racket, but don't have to. The games so far have been simplified to compensate for the weaknesses of the input.

      those are largely issues seen in the wiimote though. it became apparent that simply an accelerometer and a camera are not enough to make the sword fighting games people seem to want. the camera isn't fast enough to follow rapid arm movements, likewise, the accelerometer has no frame of reference really, and it's easy for an adult to simply pin it at max reading all the time.

      to improve the system, you need a faster connection, faster processing of the input, and some way to determine both position relative to some reference, and orientation of the controler.

      I had a chance to play the playstation's system at GDC. It's definately a step up from the wiimote. for one it samples faster and provides information on orientation as well as relative position to the screen. Most of the games i tried were about weilding some implement in your hand. None of them were really gesture based. They updated the position of your in game implement fairly accurately, but still there was noticable lag at times. I think it's possible to make games that feel more skill based with it. Additionally, i think the wii motion plus improves the base wiimote. however, we are still a little ways off from the day when executing a hadoken movement with your hands produces the same movement in your character and a fireball right when you want it.

    6. Re:And again my lament... by Aphoxema · · Score: 1

      Well, now I really do grasp how quaint the Wiimote is...

      --
      "Most people, I think, don't even know what a rootkit is, so why should they care about it?"
    7. Re:And again my lament... by fullfactorial · · Score: 1

      Wii-style controllers are for fun. Not for accuracy. Not for performance. Not for precision.

      "Fun" and "control" aren't mutually-exclusive. Accuracy and precision are characteristics of a specific control sensor, not a mode of control. You hold thumbsticks in such high esteem, but the joysticks of yore required frequent recalibration, and had issues with max ranges and zero deadzones. As the technology matures (e.g. WiiPlus), so will the precision.

      Motion controllers are not very good for binary input; that's what buttons are for, and that's why the Wii has gotten so much flak for "waggle" games. Conversely, thumbsticks are not very good for 6-axis position/velocity/acceleration control. Tiger Woods 2010 with WiiPlus has AMAZING accuracy, performance and precision (I play the Disc Golf, but I hear the regular golf is also great). Try doing that with your thumbstick.

    8. Re:And again my lament... by Anonymous Coward · · Score: 0

      You are heaps better using a keyboard for DDR because you can hit more than two things at once and because you are likely a fat weaboo.

    9. Re:And again my lament... by KDR_11k · · Score: 1

      More importantly sometimes precision is not desired. Look at all the crazy abstractions golf and bowling games came up with before the Wii in order to simulate the difficulty of getting an accurate shot done. We see nonsensical results when games try to pass a difficult action (like certain sword moves) off as trivial and just demand gesture activation under the assumption that you can do that at any time. I think to make full use of motion controls we have to ditch many of our current gaming conventions because actions shouldn't be only perfect or not done at all, motions are analog so the actions performed with them should have an analog behaviour too (e.g. the motions in Wii Sports do react to how you swing the remote, you can cause lobs or drops in Tennis, you can throw at different speeds in baseball, ...). Analog inputs are less precise for digital actions but they allow analog actions that digital inputs would not be capable of.

      --
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    10. Re:And again my lament... by MobyDisk · · Score: 1

      Why is it that fun is the antithesis of accuracy and precision? Accuracy and precision are requirements for fun.

      It would be no fun to play Monopoly if I rolled a 6 but the game moved me 5 spaces.
      A shooting game would be frustrating if I shot the target but it says I miss.
      A fighting game is no fun if I make a really good move in the nick of time, but my character loses anyway.

  8. Still in development? by Anonymous Coward · · Score: 0

    I can't imagine that no improvements will be made between the time that prototype was packed up to go to GDC and the time the production model starts coming off the assembly line.

    1. Re:Still in development? by twidarkling · · Score: 1

      Generally by the time developers get their hands on something, it's set. You're not going to see any improvements in that response time in this gen of tech. What's worse is the 133 is going to be on top of any network latency, meaning this is going to be well-nigh impossible to use for any multiplayer game that isn't split-screen. Most twitch-based shooters are balanced at 60-100 latency since that's the average connection. 200 and you start to notice shit. This will be *starting you out* at 200, the 60 from your network, and the 133 from the controller. And your experience will rapidly deteriorate from there.

      --
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  9. 8-9 frames! by Anonymous Coward · · Score: 0

    8-9 frames??! What are we in the dark ages?

    Even 5 frames is bad for someone who takes FPS seriously.

  10. Well, okay then. by Aphoxema · · Score: 1

    I guess we can compare these results to when the product is actually released for more than piddling around.

    --
    "Most people, I think, don't even know what a rootkit is, so why should they care about it?"
  11. Re:GNAA analysis for Lunix by Anonymous Coward · · Score: 0

    Now... who let Ballmer out??? I told you to just allow him to pee and then return it to his cage.

    Sheesh!

  12. And who's to say it won't get better? by Anonymous Coward · · Score: 0

    This device is still in development. This test was based off of a demo of it and not the finished product. Granted, it shows some room for improvement, but since it's about 6 months from hitting store shelves, I'd say Sony has some time for tweaking.

  13. 50 ms max by Colonel+Korn · · Score: 1

    Having gone through a series of monitors with different input lags and tested my own tolerance, I can't deal with a total of more than 50 ms input lag + rendering before I'm bothered and 75 ms before I lose my mind and spend my time on slashdot instead.

    --
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  14. Lag, jitter and tracking by DrXym · · Score: 1
    Some games may well be taking the average of several samples to dampen out jitter caused by the system or just the person's hand's trembling. That's going to make the onscreen response smoother but it will introduce latency.

    Also, just because the camera is pointing at the user doesn't mean it's capturing their movements at 60fps. I imagine the sample rate is tunable depending on the kind of game being played. Some games may only "sync" with the ball every 10th of a second, others more, others less and some won't even use the camera at all. Without the positional tracking of the camera, the controller is likely to be as fast as a regular controller.

    I guess all these things are tweakable and it's up to games to make the right trade off between accuracy and responsiveness depending on what kind of game they are.

    1. Re:Lag, jitter and tracking by twidarkling · · Score: 1

      I guess all these things are tweakable and it's up to games to make the right trade off between accuracy and responsiveness depending on what kind of game they are.

      You *guess* they're tweakable. Okay, let's go with that premise.

      Name a game where you'd be willing to have an input lag of a half-second for perfect accuracy. Pretty much any game-type you can name would be better played with either a controller or a mouse.

      Now, name a game where you'd trade accuracy for instant responsiveness. Again, any game that requires instant responsiveness is going to also require accuracy to a high degree, and would be better served with either a controller or a mouse.

      For the real game-killer though, going from game to game, even within the game genre, and receiving differing responsiveness is going to drive players insane. If I'm playing Modern Warfare, and can do a snap shot in .5 seconds, but in Bad Company 2, it takes .75 seconds, I'm going to notice that, moreso than the "increased accuracy." So, developers will crank it to performance, rather than accuracy. Now you can act nearly instantly, but your accuracy's for shit. How do you fix that? Auto-assist. The ultimate pussification of games of ANY type. The game would need to tweak its responses to compensate for the accuracy loss. That jump you would have missed if you'd been using a controller? Well, the game just gives it to you since your accuracy is lowered, and maybe you might have actually made it. That shot you were going to take? Gives you that one. Permanently lowered difficulty levels. And people are already bitching about how some games are too damn easy (Demon's Souls got all the hype just because it was HARD, after all). So now we're going to institute a system that will either way require lowering difficulty levels in order to compensate for the input issues.

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    2. Re:Lag, jitter and tracking by DrXym · · Score: 1
      Name a game where you'd be willing to have an input lag of a half-second for perfect accuracy. Pretty much any game-type you can name would be better played with either a controller or a mouse.

      First off the latency wasn't half a second, it was estimated at 133ms even with unknown factors such as the latency of the TV, game settings and unoptimized code to consider. Second, plenty of casual or sedate games would benefit from motion sensing that tried to smooth out spikes caused by wobbly hands or whatever. Casual gamers don't need twitchy controls.

      Eurogamer have already run a report with Sony techs stating precisely that. Specifically "If you want to make a more casual game, you smooth [jitter] out. It introduces latency when you smooth things but for a casual user, maybe that's a better thing. As a developer, you have control of this. If you want to make a hardcore game with precise tracking or if you want to make a more casual game, or give some help to the user you can do that." .

      So games can be tuned for smoothness or twitchiness. A game like Socom for example is more interested in how the user is flicking the controller around rather than the ball on the end so perhaps smoothing is turned off and the camera sample rate dialled down to lower CPU and increase responsiveness.

  15. Has anyone done a similar analysis on Natal? by OdoylesRule · · Score: 0

    I'm curious if anyone did a similar analysis of the Natal footage. I don't remember seeing anything like this for it. Very cool info!

  16. Resident Evil 5 by HalAtWork · · Score: 1

    But the improvement to Resident Evil 5 will be immense. I guess it depends how you use it.

  17. 133ms is huge by PPalmgren · · Score: 1

    I spent $700 on an IPS panel monitor a few years ago and am an avid gamer. Anantech, after constant complaints about input lag from many readers, began testing it in their monitor reviews. My monitor scored around a 50ms input lag.

    That 50ms forced me to buy another monitor. My clicks lost accuracy in RTS games, my aim was off in FPS games, and I could see the delay when watching movies (lip movement didn't match voices). I bought a TN panel monitor of the same size and have them next to each other now, and only use the IPS panel for surfing and image editing. You can drag a window from the TN panel to the IPS panel and see it rubber band due to the delay.

    I suspect that 133ms will make a majority of games that require fine accuracy unplayable from my experience with the above.

    1. Re:133ms is huge by AdamHaun · · Score: 1

      I gave up on LCDs altogether after discovering that the decent ones all have either bad input lag, horrible black levels, terrible image quality at non-native resolutions, or all of the above. I'm using a 9-year old CRT because I can't find a monitor that doesn't make me want to throw it at a wall.

      Input lag is a serious problem that often goes unrecognized. I played a collection of old Sega games using a wireless controller on a friend's PS3 hooked up to a large LCD TV and I couldn't believe it. Sonic the Hedgehog was literally unplayable. When running at full speed, my reaction time + input lag was greater than the amount of time it took a spike or robot to cross the screen and hit me. I play perfectly on a Genesis with a CRT TV. I wish more manufacturers cared about responsiveness. Maybe OLEDs will be better.

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    2. Re:133ms is huge by KDR_11k · · Score: 1

      When running at full speed, my reaction time + input lag was greater than the amount of time it took a spike or robot to cross the screen and hit me

      For me that's true even with zero lag.

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      Justice is the sheep getting arrested while an impartial judge declares the vote void.