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Yuuber

Member
Oct 28, 2017
4,153
With this fast becoming the premiere HK thread on Era, we thought it worth quickly popping in.

Our input timing is basically as fast as Unity (which applies vsync on Switch) allows. Hollow Knight was built and tested around very similar timings. On PC we test with vsync on, because we know many players want/use the feature. That means the game, all its challenges and player motion, were designed from the start around the response times players on Switch are experiencing (barring a particularly laggy TV).

Worth also stating: There are wind-up frames in the slash (before the white slash frames appear), as the Knight reaches back for its nail, and the jump still has an initial slow start and rise, which is intended to give weight to it. Also, our edge leniency (That grace period as you leave a ledge but can still jump) is much tighter than most platformers, which can surprise new players.

On a joyful note, thanks so much to everyone on Era who's picked up the game for Switch! William and I have loved following the OT, and it's been super motivating for us in the midst of our intense Gods & Glory crunch.

Thank you for the amazing game! It's been a while since I got interested in a game to the point of trying to find more lore on the internet.
 

Deleted member 2145

User requested account closure
Banned
Oct 25, 2017
29,223
With this fast becoming the premiere HK thread on Era, we thought it worth quickly popping in.

Our input timing is basically as fast as Unity (which applies vsync on Switch) allows. Hollow Knight was built and tested around very similar timings. On PC we test with vsync on, because we know many players want/use the feature. That means the game, all its challenges and player motion, were designed from the start around the response times players on Switch are experiencing (barring a particularly laggy TV).

Worth also stating: There are wind-up frames in the slash (before the white slash frames appear), as the Knight reaches back for its nail, and the jump still has an initial slow start and rise, which is intended to give weight to it. Also, our edge leniency (That grace period as you leave a ledge but can still jump) is much tighter than most platformers, which can surprise new players.

On a joyful note, thanks so much to everyone on Era who's picked up the game for Switch! William and I have loved following the OT, and it's been super motivating for us in the midst of our intense Gods & Glory crunch.

thank yall for taking your time with the port. it was worth the wait. appreciate all the work yall do!
 

Vibed

Avenger
Oct 27, 2017
1,506
Okay so basically, "it's Unity's fault". Have you guys thought about raising the issue with Unity dev support and see if they can possibly provide a solution/fix, instead of taking the lazy route of not investigating it and pretending like it was intended all along? The PC version doesn't seem to suffer from the same issue, so why not challenge Unity dev support on their implementation? Maybe they can even provide a fix?
I was with you on your input lag worries, up until this point.
 

Mutagenic

Member
Oct 30, 2017
2,316
Okay so basically, "it's Unity's fault". Have you guys thought about raising the issue with Unity dev support and see if they can possibly provide a solution/fix, instead of taking the lazy route of not investigating it and pretending like it was intended all along? The PC version doesn't seem to suffer from the same issue, so why not challenge Unity dev support on their implementation? Maybe they can even provide a fix?
You don't deserve a response from them. You're acting childish at this point.
 

neon_dream

Member
Dec 18, 2017
3,644
Okay so basically, "it's Unity's fault". Have you guys thought about raising the issue with Unity dev support and see if they can possibly provide a solution/fix, instead of taking the lazy route of not investigating it and pretending like it was intended all along? The PC version doesn't seem to suffer from the same issue, so why not challenge Unity dev support on their implementation? Maybe they can even provide a fix?

As has been said repeatedly in this topic, it does occur on PC with V-Sync on. If you'd have read AriEX2's post closely, it seems like Unity on Switch forces V-Sync on. Could that be changed? That would be a fair question (to ask courteously).
 

molnizzle

Banned
Oct 25, 2017
17,695
As has been said repeatedly in this topic, it does occur on PC with V-Sync on. If you'd have read AriEX2's post closely, it seems like Unity on Switch forces V-Sync on. Could that be changed? That would be a fair question (to ask courteously).
Would likely introduce distracting screen tearing.

The game was designed around the current input lag. The end.
 

Wamb0wneD

Banned
Oct 26, 2017
18,735
With this fast becoming the premiere HK thread on Era, we thought it worth quickly popping in.

Our input timing is basically as fast as Unity (which applies vsync on Switch) allows. Hollow Knight was built and tested around very similar timings. On PC we test with vsync on, because we know many players want/use the feature. That means the game, all its challenges and player motion, were designed from the start around the response times players on Switch are experiencing (barring a particularly laggy TV).

Worth also stating: There are wind-up frames in the slash (before the white slash frames appear), as the Knight reaches back for its nail, and the jump still has an initial slow start and rise, which is intended to give weight to it. Also, our edge leniency (That grace period as you leave a ledge but can still jump) is much tighter than most platformers, which can surprise new players.

On a joyful note, thanks so much to everyone on Era who's picked up the game for Switch! William and I have loved following the OT, and it's been super motivating for us in the midst of our intense Gods & Glory crunch.
It's a bit sad this is becoming the most prominent thread at the moment but the OT keeps chugging along nicely.
Just the biggest thank you to you and your colleague (and the composer of the OST) from me. I truly believe you have made something that rivals Super Metroid and SotN, which I didn't think was even possible. Every second and corner of this game oozes with your passion.

Again, thank you so, so much.

On a sidenote, seems like the Switch port was worth the wait and effort not only for us players but also for you. Can't wait for what you have in store fore us in the future.
 

Mr. Fantastic

Alt-account
Banned
Apr 27, 2018
3,189
Okay so basically, "it's Unity's fault". Have you guys thought about raising the issue with Unity dev support and see if they can possibly provide a solution/fix, instead of taking the lazy route of not investigating it and pretending like it was intended all along? The PC version doesn't seem to suffer from the same issue, so why not challenge Unity dev support on their implementation? Maybe they can even provide a fix?

there are no words
 
OP
OP
AtomicShroom

AtomicShroom

Tools & Automation
Verified
Oct 28, 2017
3,079
Would likely introduce distracting screen tearing.

The game was designed around the current input lag. The end.

Except the PC version has a lot less input lag?
It's like releasing a 5fps game claiming "the game was *intended* to be 5fps!! You don't get it!", with the PC version running at 20fps. Reviews in the N64 days slammed Rare's games from suffering from massive slowdown issues, with reason!
 

entremet

You wouldn't toast a NES cartridge
Member
Oct 26, 2017
60,187
Damn, OP. Don't be that guy. I know it's the internet, but at least show some cordiality. Read out your statement out loud. It's really bad.
 
Nov 1, 2017
809
Sorry about this OP. Seems most of the people don't care about this stuff and they just want to play their games. I feel the PC crowd notices this stuff more and takes exception to it more than the console crowd.

I have never played the game but appreciate the OP noticing something like this and trying to figure it out.
 

NediarPT88

Member
Oct 29, 2017
15,141
Except the PC version has a lot less input lag?

Without v-sync. His post was pretty clear.

It's like releasing a 5fps game claiming "the game was *intended* to be 5fps!! You don't get it!", with the PC version running at 20fps. Reviews in the N64 days slammed Rare's games from suffering from massive slowdown issues, with reason!

What a great comparison. I see you haven't stopped being a dick.

Sorry about this OP. Seems most of the people don't care about this stuff and they just want to play their games. I feel the PC crowd notices this stuff more and takes exception to it more than the console crowd.

I have never played the game but appreciate the OP noticing something like this and trying to figure it out.

Yeah poor OP, that insults the devs from the game when they took their time to explain the situation in response to his thread.
 

Wamb0wneD

Banned
Oct 26, 2017
18,735
Except the PC version has a lot less input lag?
It's like releasing a 5fps game claiming "the game was *intended* to be 5fps!! You don't get it!", with the PC version running at 20fps. Reviews in the N64 days slammed Rare's games from suffering from massive slowdown issues, with reason!
Comparing the amount of input lag Hollow Knight has to a game with 5fps is so overly dramatic I can't even.
Did you consider the PC version with less input lag might have had VSync disabled? No? Ok.
Sorry about this OP. Seems most of the people don't care about this stuff and they just want to play their games. I feel the PC crowd notices this stuff more and takes exception to it more than the console crowd.

I have never played the game but appreciate the OP noticing something like this and trying to figure it out.
OP has accused the dev who bothered to answer in this thread of being lazy. Nothing to appreciate there tbh. Game is flat out amazing and no amount of miniscule input lag changes that.
 

Stoof

Member
Oct 25, 2017
2,794
Okay so basically, "it's Unity's fault". Have you guys thought about raising the issue with Unity dev support and see if they can possibly provide a solution/fix, instead of taking the lazy route of not investigating it and pretending like it was intended all along? The PC version doesn't seem to suffer from the same issue, so why not challenge Unity dev support on their implementation? Maybe they can even provide a fix?
Your responses have gotten more and more toxic in this thread as it's gone on. I would quit while you're behind. The devs came in to give a reasonable explanation and you replied like this? FOH.
 

Bahamut

Member
Nov 5, 2017
556
i knew it, now the people come out of the bush that claim "yeah, because i suck at the game, it must be the input lag!"

this thread, sheesh...

This is a lazy response. There is input lag. The delay is noticable. I don't need to blame lag for my lack of prowess at a game, nor do I care if a random person on the internet thinks I am good at a game or not.

My post was to simply illustrate the fact that the delay did make certain sections of the game more challenging (i.e end of a platform and the character falls off instead of jumping since there is a small delay). However, I am more than willing to admit I am partly to blame after reading the below.

With this fast becoming the premiere HK thread on Era, we thought it worth quickly popping in.

Our input timing is basically as fast as Unity (which applies vsync on Switch) allows. Hollow Knight was built and tested around very similar timings. On PC we test with vsync on, because we know many players want/use the feature. That means the game, all its challenges and player motion, were designed from the start around the response times players on Switch are experiencing (barring a particularly laggy TV).

Worth also stating: There are wind-up frames in the slash (before the white slash frames appear), as the Knight reaches back for its nail, and the jump still has an initial slow start and rise, which is intended to give weight to it. Also, our edge leniency (That grace period as you leave a ledge but can still jump) is much tighter than most platformers, which can surprise new players.

On a joyful note, thanks so much to everyone on Era who's picked up the game for Switch! William and I have loved following the OT, and it's been super motivating for us in the midst of our intense Gods & Glory crunch.

What I'm describing can very well be the edge leniency. Excuse me for my lack of knowledge, but does "tighter" edge leniency mean the edge is the edge (aka you can't fudge a pixel or two afterwards)?

Okay so basically, "it's Unity's fault". Have you guys thought about raising the issue with Unity dev support and see if they can possibly provide a solution/fix, instead of taking the lazy route of not investigating it and pretending like it was intended all along? The PC version doesn't seem to suffer from the same issue, so why not challenge Unity dev support on their implementation? Maybe they can even provide a fix?

I don't appreciate the tone, but there is sone merit to points made here. Is the PC version indeed more responsive? I need to peruse the thread.
 
Oct 25, 2017
8,447
Okay so basically, "it's Unity's fault". Have you guys thought about raising the issue with Unity dev support and see if they can possibly provide a solution/fix, instead of taking the lazy route of not investigating it and pretending like it was intended all along? The PC version doesn't seem to suffer from the same issue, so why not challenge Unity dev support on their implementation? Maybe they can even provide a fix?

man you're an asshole
 

Disclaimer

Member
Oct 25, 2017
11,532
Except the PC version has a lot less input lag?
It's like releasing a 5fps game claiming "the game was *intended* to be 5fps!! You don't get it!", with the PC version running at 20fps. Reviews in the N64 days slammed Rare's games from suffering from massive slowdown issues, with reason!

Do you have no mode but hyperbole? The developers more than graciously respond to your melodramatic thread and you accuse them of laziness, when the port is practically flawless.

It's astonishing the fuss you're self-perpetuating over weighty animations the game is designed around, which demonstrably have zero negative impact on the precision required to execute the game's challenges.
 
Oct 25, 2017
2,644
With this fast becoming the premiere HK thread on Era, we thought it worth quickly popping in.

Our input timing is basically as fast as Unity (which applies vsync on Switch) allows. Hollow Knight was built and tested around very similar timings. On PC we test with vsync on, because we know many players want/use the feature. That means the game, all its challenges and player motion, were designed from the start around the response times players on Switch are experiencing (barring a particularly laggy TV).

Worth also stating: There are wind-up frames in the slash (before the white slash frames appear), as the Knight reaches back for its nail, and the jump still has an initial slow start and rise, which is intended to give weight to it. Also, our edge leniency (That grace period as you leave a ledge but can still jump) is much tighter than most platformers, which can surprise new players.

On a joyful note, thanks so much to everyone on Era who's picked up the game for Switch! William and I have loved following the OT, and it's been super motivating for us in the midst of our intense Gods & Glory crunch.

Thanks for the informative response and especially for such an incredible game. It's good to have confirmation that the behaviour and timing windows are intended, even if they have their own learning curve for a new player settling in.
 

neon_dream

Member
Dec 18, 2017
3,644
Is the PC version indeed more responsive? I need to peruse the thread.

PC with VSync = Switch version latency = Mario Odyssey latency and many other games as well, on Switch or PC or PS4
PC without VSync has slightly less latency

Unity on Switch forces VSync, apparently.
Devs design and test around latency with VSync on.
 

Nabs

Member
Oct 26, 2017
15,695
Okay so basically, "it's Unity's fault". Have you guys thought about raising the issue with Unity dev support and see if they can possibly provide a solution/fix, instead of taking the lazy route of not investigating it and pretending like it was intended all along? The PC version doesn't seem to suffer from the same issue, so why not challenge Unity dev support on their implementation? Maybe they can even provide a fix?

What a joke.
 
OP
OP
AtomicShroom

AtomicShroom

Tools & Automation
Verified
Oct 28, 2017
3,079
User Banned (2 days): "Lazy dev" rhetorics + Ignore previous moderation warning.
Your responses have gotten more and more toxic in this thread as it's gone on. I would quit while you're behind. The devs came in to give a reasonable explanation and you replied like this? FOH.

Except all they've done is denial. I'm trying to be constructive but it's really hard considering everyone's attitude. I don't consider their explanation reasonable unless they've actually contacted Unity dev support and see if anything can be done about it. From their response it seems like they haven't. Team cherry: have you contacted Unity dev support to see if anything can be done/fixed about their vsync implementation?
 

rzmunch

The Fallen
Oct 25, 2017
1,800
Argentina
With this fast becoming the premiere HK thread on Era, we thought it worth quickly popping in.

Our input timing is basically as fast as Unity (which applies vsync on Switch) allows. Hollow Knight was built and tested around very similar timings. On PC we test with vsync on, because we know many players want/use the feature. That means the game, all its challenges and player motion, were designed from the start around the response times players on Switch are experiencing (barring a particularly laggy TV).

Worth also stating: There are wind-up frames in the slash (before the white slash frames appear), as the Knight reaches back for its nail, and the jump still has an initial slow start and rise, which is intended to give weight to it. Also, our edge leniency (That grace period as you leave a ledge but can still jump) is much tighter than most platformers, which can surprise new players.

On a joyful note, thanks so much to everyone on Era who's picked up the game for Switch! William and I have loved following the OT, and it's been super motivating for us in the midst of our intense Gods & Glory crunch.

Thank you for the game, it's great!! I'm really waiting for Gods & Glory, and Glory DLC (I'll buy it :D). And also thanks for the answer and info.
 

Tarot Deck

Avenger
Oct 27, 2017
4,233
With this fast becoming the premiere HK thread on Era, we thought it worth quickly popping in.

Our input timing is basically as fast as Unity (which applies vsync on Switch) allows. Hollow Knight was built and tested around very similar timings. On PC we test with vsync on, because we know many players want/use the feature. That means the game, all its challenges and player motion, were designed from the start around the response times players on Switch are experiencing (barring a particularly laggy TV).

Worth also stating: There are wind-up frames in the slash (before the white slash frames appear), as the Knight reaches back for its nail, and the jump still has an initial slow start and rise, which is intended to give weight to it. Also, our edge leniency (That grace period as you leave a ledge but can still jump) is much tighter than most platformers, which can surprise new players.

On a joyful note, thanks so much to everyone on Era who's picked up the game for Switch! William and I have loved following the OT, and it's been super motivating for us in the midst of our intense Gods & Glory crunch.

Thank you so much for this amazing game!
 
Oct 25, 2017
8,447
Except all they've done is denial. I'm trying to be constructive but it's really hard considering everyone's attitude. I don't consider their explanation reasonable unless they've actually contacted Unity dev support and see if anything can be done about it. From their response it seems like they haven't. Team cherry: have you contacted Unity dev support to see if anything can be done/fixed about their vsync implementation?

everyone's attitude of not agreeing with you?

geez so mature dude, also, if you actually pay attention to what the devs said you would see there's no denial there. That seems to be hard for you, though. Really, it's not reasonable because you just don't seem to understand nothing about game development and i'm starting to doubt even your skill to read and interpret stuff. You can't be this dumb.
 
Last edited:

Wamb0wneD

Banned
Oct 26, 2017
18,735
Except all they've done is denial. I'm trying to be constructive but it's really hard considering everyone's attitude. I don't consider their explanation reasonable unless they've actually contacted Unity dev support and see if anything can be done about it. From their response it seems like they haven't. Team cherry: have you contacted Unity dev support to see if anything can be done/fixed about their vsync implementation?
Why the fuck do you keep ignoring the fact that the PC version with VSync on has the same input lag as the Switch version, which forces VSync? Why the fuck do you act like you know whether they contacted Unity Support or not?
Who the hell do you think you are? This is unbelievable at this point.
You act like you can demand shit from them. They don't owe you anything and the only one with a horrible attitude in here is you.
 

Nikus

Avenger
Oct 25, 2017
10,370
I still don't know if I'll buy this on PC or the Switch... (I'll buy it anyway ofc)

Is there noticeable tearing with vsync off in the PC version?

(and yeah OP you're lucky you only got a warning for that imo)
 

molnizzle

Banned
Oct 25, 2017
17,695
Except the PC version has a lot less input lag?
It's like releasing a 5fps game claiming "the game was *intended* to be 5fps!! You don't get it!", with the PC version running at 20fps. Reviews in the N64 days slammed Rare's games from suffering from massive slowdown issues, with reason!

...with Vsync disabled, which isn't how the game was balanced. They designed around the added input lag of Unity's Vsync. That's how the game was intended to be played.

Perhaps you don't like that, and that's fine. I don't particularly love Unity games for many reasons just like this one. It is what it is.
 

massoluk

Member
Oct 25, 2017
6,586
Thailand
Okay so basically, "it's Unity's fault". Have you guys thought about raising the issue with Unity dev support and see if they can possibly provide a solution/fix, instead of taking the lazy route of not investigating it and pretending like it was intended all along? The PC version doesn't seem to suffer from the same issue, so why not challenge Unity dev support on their implementation? Maybe they can even provide a fix?
Hey, the devs are kind enough to address your issues in a very polite and respectful statement. Return that in kind.
 
Oct 27, 2017
11,512
Bandung Indonesia
Okay so basically, "it's Unity's fault". Have you guys thought about raising the issue with Unity dev support and see if they can possibly provide a solution/fix, instead of taking the lazy route of not investigating it and pretending like it was intended all along? The PC version doesn't seem to suffer from the same issue, so why not challenge Unity dev support on their implementation? Maybe they can even provide a fix?

Good God you're quite obnoxious, aren't you. The devs are responding politely and you shoot back with "shut up, you're lazy!".

Sheesh.

Except all they've done is denial. I'm trying to be constructive but it's really hard considering everyone's attitude. I don't consider their explanation reasonable unless they've actually contacted Unity dev support and see if anything can be done about it. From their response it seems like they haven't. Team cherry: have you contacted Unity dev support to see if anything can be done/fixed about their vsync implementation?

I wouldn't be surprised if they just decide to give you a middle finger as a response, to be honest. Again, sheeesh.
 

Cup O' Tea?

Member
Nov 2, 2017
3,603
Don't know what to tell you OP. I would consider myself to be pretty sensitive to input lag and I only notice the slightest bit of lag playing in docked mode with a pro controller. I don't notice any lag at all in handheld mode.
 

Skittzo

Member
Oct 25, 2017
41,037
With this fast becoming the premiere HK thread on Era, we thought it worth quickly popping in.

Our input timing is basically as fast as Unity (which applies vsync on Switch) allows. Hollow Knight was built and tested around very similar timings. On PC we test with vsync on, because we know many players want/use the feature. That means the game, all its challenges and player motion, were designed from the start around the response times players on Switch are experiencing (barring a particularly laggy TV).

Worth also stating: There are wind-up frames in the slash (before the white slash frames appear), as the Knight reaches back for its nail, and the jump still has an initial slow start and rise, which is intended to give weight to it. Also, our edge leniency (That grace period as you leave a ledge but can still jump) is much tighter than most platformers, which can surprise new players.

On a joyful note, thanks so much to everyone on Era who's picked up the game for Switch! William and I have loved following the OT, and it's been super motivating for us in the midst of our intense Gods & Glory crunch.

I just wanna say, as someone who's dream is to make my own huge, amazing game with a small team (currently just myself and my brother) you guys have inspired me probably more than anything I ever thought possible. This is one of the best games I've ever played, and proof that determination can produce incredible results even without a multi million dollar budget.

As for this thread, know that most people seem perfectly happy with the controls, myself included. The game controls phenomenally. I can really only find one part of the control mechanics that gave me trouble (specifically in the path of pain) and that was when using the crystal dash, figuring out exactly when you can jump again after either hitting a wall or stopping in mid-air. But everything else played like a dream.

I kinda wish there was an option on the eShop to pay more for a game than the asking price, this was worth a full $60.
 
Nov 1, 2017
809
Comparing the amount of input lag Hollow Knight has to a game with 5fps is so overly dramatic I can't even.
Did you consider the PC version with less input lag might have had VSync disabled? No? Ok.

OP has accused the dev who bothered to answer in this thread of being lazy. Nothing to appreciate there tbh. Game is flat out amazing and no amount of miniscule input lag changes that.

Oh i missed that, just read through the first page.
 

Protein

Member
Oct 27, 2017
2,030
Thank you so much for this amazing game. The atmosphere, the music, the artstyle, the charming writing, the gameplay, everything just comes together. I was concerned about input lag as well, but if you state that the character is supposed to have weight to it as an intentional design choice then that puts my mind to rest.
 

Tiopes

Banned
Oct 25, 2017
410
Okay so basically, "it's Unity's fault". Have you guys thought about raising the issue with Unity dev support and see if they can possibly provide a solution/fix, instead of taking the lazy route of not investigating it and pretending like it was intended all along? The PC version doesn't seem to suffer from the same issue, so why not challenge Unity dev support on their implementation? Maybe they can even provide a fix?

Really?
 

PaulloDEC

Visited by Knack
Member
Oct 25, 2017
7,423
Australia
Except all they've done is denial. I'm trying to be constructive but it's really hard considering everyone's attitude. I don't consider their explanation reasonable unless they've actually contacted Unity dev support and see if anything can be done about it. From their response it seems like they haven't. Team cherry: have you contacted Unity dev support to see if anything can be done/fixed about their vsync implementation?

Why bother? For 99% of players the game is perfectly playable. I've put 40 hours into the game, and it only took about one of those before I'd adjusted to the controls.

Maybe you'd do better if you spent more of your time learning the controls and less of it being rude to the developers of one of the best indie games in recent memory.
 

Deleted member 2620

User requested account closure
Banned
Oct 25, 2017
4,491
Okay so basically, "it's Unity's fault". Have you guys thought about raising the issue with Unity dev support and see if they can possibly provide a solution/fix, instead of taking the lazy route of not investigating it and pretending like it was intended all along? The PC version doesn't seem to suffer from the same issue, so why not challenge Unity dev support on their implementation? Maybe they can even provide a fix?
was roughly with you in spirit until this my dude

It's utterly understandable that this wasn't a high priority. I guarantee the input delay isn't a result of laziness and I'm also willing to bet it was a known thing.
 

Tendo

Member
Oct 26, 2017
10,422
Hi Team Cherry! I was so pumped when this finally released on switch! It has been a LONG time since a game has so totally grabbed me like this. The combat, atmosphere, music, animation - just everything about this game is fantastic. Thank you so much!
 

Jabstab

Member
Oct 30, 2017
92
Arizona
Haven't played Hollow Knight before and got it for Switch a couple days ago. I've played in handheld and docked for a couple hours each. Didn't have any problems with the controls at all. They are smooth, silky, and responsive.

Don't have the PC version so I can't compare to that, but if you haven't played this game and have a Switch, I don't think you are missing out on anything.
 

'3y Kingdom

Member
Oct 27, 2017
4,494
Okay so basically, "it's Unity's fault". Have you guys thought about raising the issue with Unity dev support and see if they can possibly provide a solution/fix, instead of taking the lazy route of not investigating it and pretending like it was intended all along? The PC version doesn't seem to suffer from the same issue, so why not challenge Unity dev support on their implementation? Maybe they can even provide a fix?

You can't be serious. This must be on my end. I'll go sit down and check that the Spore Shroom is equipped.
 

disparate

Banned
Oct 25, 2017
7,904
It's the same as the PC version with VSYNC on and it's a VSYNC thing in general as a general limitation of the engine? What is there left then?
 

Prevolition

Member
Oct 27, 2017
478
It's really bad. I can't get into it because of how bad it controls. Wasn't sure why I kept falling off ledges at first... but I knew the jumping and moving felt so wrong.
 

the_wart

Member
Oct 25, 2017
2,262
People aren't falling off ledges because of input lag, they are falling off platforms because most platformers let you jump several frames after you have started falling and Hollow Knight doesn't.
 

Deleted member 21326

User requested account closure.
Banned
Oct 28, 2017
1,080
My personal bias...? I've openly critiqued portions of the game in its OT, sometimes harshly. You've continuously used incredibly hyperbolic language to describe the "lag" you've experienced, and ignored various posters who've posted contradictory findings.

Many of the game's later challenges require such precision that if there was actually a perceptible amount of delay, they would be more challenging than intended, which isn't the case.
Yeah calling it UNGODLY amounts of input lag, had me scratching my head.

Edit. Saw his response to the devs, which he was warned for. Damn op. Show some respect
 
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