It's why, despite its various problems, I just love the feel of Destiny so much I keep playing.Moral of the story, Bungie games continue to feel amazingly responsive.
It's why, despite its various problems, I just love the feel of Destiny so much I keep playing.Moral of the story, Bungie games continue to feel amazingly responsive.
It would be interesting to test this on a certain mission that involves chasing something through a narrow corridor-like environment while maneuvering around multiple objects. The movement isn't too much of an issue in the wide open areas but turns pretty sour in towns/object dense areas.
If you mean TLOU on PS4 (Not TLOU2) then the input lag would be at least half that of LL, because TLOU is a 60FPS game.
Dean Evans makes a good point in that thread. Aim a weapon or move at high speed and the input lag isn't as severe (to me it feels easily 65% - 75% more responsive).Interesting thread here with even ND's animator chiming in
https://twitter.com/danlowlows/status/1058893518712774661
I don't think it's that complicated, I think it's more people just want something to happen quickly when you press a button. I think it's safe to say most people prefer a responsive experience.What I think is happening is the general gaming audience wants games to be homogenized to a certain extent, at least within genres.
Yeah, there's another one later in the game (chapter 4) that I just played tonight that I was referring to but that's another good example.There's a mission like that at the first two hours of the game, the train mission.
The cover system is mighty annoying there, haha.
When the game has so many possible actions that you can do at any given moment, something has to give, and in this case it's the buttons having multiple actions mapped to them.It depends how bad it is. I'm sure other games have similar issues. Not sure what you point is.
Oh god the UI management is maddening. I don't understand why save load option is under Story Settings when that's all it is.What's worse is the fact that contextual menus appear in the corner and the accompanying tips will be on the other end of the screen. It's maddening and makes learning the game a more frustrating experience than it should.
If Arthur looted a drawer in less time than it takes me to grab something from a drawer it would only be a 9/10 at most, the immersion would be broken!But how can i be immersed in this world if the animations don't take forever to end and the game doesn't control like shit ?
I'll never fucking understand why it takes a second to start moving the character, its even worst in first person
i'd pay twice the amount of money to have it removed, because i'm probably not going to finish rdr2, just like i didn't finish witcher 3
I'm playing Witcher 3 GOTY version now and the responsiveness is pretty decent, definitely a farcry from RDR2.
did they add another quicker option besides the one that added in 1.5 (i think)
He does this stupid half step leap and starts moving, which is still better than nothing
I just don't even notice it? It's not like it's a twitch shooter or something. Maybe when online launches I'll feel it more, but I've played *a lot* of this game and from moment to moment I don't think I could ever call it unresponsive
When he says on Twitter that he found variance of 10-26 frames, I feel like that should be stopping people in their tracks in terms of whether this shit is intentional. The high end of what he found in his limited testing is 865ms of fucking delay before the first response to analog stick input. That is legitimately one of the worst results I have ever heard. Hell, ~365ms is awful enough to warrant fixing but if it is fluctuating so much higher than that... I mean if it is intentional, it's one of the worst ideas I've heard in a long time, and worse than if it were just a result of a bug. A lot worse.
I'm not defending it, I'm just saying with the style of game and how it leads me to naturally play I don't feel it at all, where as input lag in a CoD or Destiny or something is instantly more noticeable. It would probably be better without it, but the pace and style of the game means it doesn't even register with me. That's why I think Online will be so interesting, because if it ever was going to register it'd be there, especially if it's exclusively free aimIt does not have to be a twitch shooter to have responsive controls though. Like that delay in the video adds nothing to the game no? Would you experience have been lessened if he responded immediately but with the same quality of animation?
I haven't played in first person, but I bet it would stick out a lot more with it. FWIW I played through the entirety of GTA V in first person and eventually got used to the movement (and prefer it over third person), but with the lag being greater here idk if I would even want to try first person for log periods of timeI'll never fucking understand why it takes a second to start moving the character, its even worst in first person
i'd pay twice the amount of money to have it removed, because i'm probably not going to finish rdr2, just like i didn't finish witcher 3
I feel like a broken record saying this, as I've already posted it couple times. But honestly, play some read dead then switch to witcher with the responsive mode or whatever it's called .Geralt feels like fricken Dante in comparison lol
uh ok that's cool and RDR2 sure has a lot of delay, but Destiny does not have 1 frame lag, does it?
I'd count from the start of the deflection, and that gives 6 frames of lag, and 16 for RDR2. Unless there's some heavy deadzoning here, but I doubt that would make things speedier more than one frame.
It wont and they know it.Rockstar must be thinking how long they can make the response time in GTAVI before their MC starts taking any sort of hit.
I didn't see the video, but did the author subtract t frames of lag added by his TV, like for example DF does when doing this kind of analyses?
He must have, I guess, otherwise the Destiny measurement would be impossible.
rockstar is just trying to get us all used to how it will feel to play any real time action game on cloud streaming services
My sentiments to the tee. Shooting feels as responsive as any other shooter. Everything else was intentional.This video is misleading. Not everything in RDR2 has this slow of input lag.
It is only comparing 1 thing in the video, flicking the left stick > character moving to reflect it
Don't get me wrong, that is BAD, and I am in no way defending input lag. I am merely pointing out that this video is misleading.
That action in RDR2 has absurdly high input lag compared to everything else.
For example, when you aim your gun, and press the trigger to shoot, the input lag is the same as any other 30fps shooter, as is the aiming response.
This video is literally cherry picking ONE action in this game that was, for some unknown reason, programmed to have higher input lag than anything else.
There are other actions in the game that are programmed to have higher input lag - however for a reason - because the buttons serve as 2 functions, a tap and a hold.
L1 is the button you use to holster/unholster your gun, however is also the button you hold to bring up your weapon wheel.
There is a large amount of input lag from when you hold down L1 to bring up the wheel, to it actually showing up on screen.
This was intentional, as a cushion so that way there's no confusion between the two actions.
Same thing with the R3 button. Click for dead-eye, hold to look behind character. There's a lot of lag when you hold it down, so that way the game recognizes that's what you actually wanted to do.
But how can i be immersed in this world if the animations don't take forever to end and the game doesn't control like shit ?
What's even worse than that is that their games keep getting praised to high hella and selling like crazy which gives them zero reason to make games that actually play well.
When he says on Twitter that he found variance of 10-26 frames, I feel like that should be stopping people in their tracks in terms of whether this shit is intentional. The high end of what he found in his limited testing is 865ms of fucking delay before the first response to analog stick input. That is legitimately one of the worst results I have ever heard. Hell, ~365ms is awful enough to warrant fixing but if it is fluctuating so much higher than that... I mean if it is intentional, it's one of the worst ideas I've heard in a long time, and worse than if it were just a result of a bug. A lot worse.
RDR 2 on PC running at 30+ fps confirmed to be least realistic version of the game.
Input lag has not once, to my knowledge, been intentional. If it was, then it would have been there in equal amounts in the PC releases of various games, and would not decrease with higher frame rates. But that's never been the case. Reason for input lag is always that the systems affecting character or camera movement are too slow and conplex.My sentiments to the tee. Shooting feels as responsive as any other shooter. Everything else was intentional.
Of course it had much less input lag. Especially if you'd run the game in 60FPS. On top of that, PC monitors have way less processing lag than just about any TV set.Does GTA V on PC have less input lag than the console version? Just curious because I know PS3 was bad, PS4 was slightly less bad... don't know how the PC version fared.