So I recently started playing Hollow Knight on Switch and while the game seems amazing at first glance, something immediately felt off in the controls: input lag. Amounts that one wouldn't expect in a 60fps 2D sidescroller. It's not gamebreaking by a long shot, and most people will probably never even notice, but having grown up playing NES and SNES games on a CRT TV all my life, I know very well what lagless feels like. And Hollow Knight doesn't.
So I took out my Phone and did a slo-mo 240fps recording of the game to confirm my suspicion. And for sure, there it was: Ungodly amounts of input lag.
Below you will find the comparison I did between Hollow Knight and Blossom Tales, the game I found with the least input lag in my library (it even beats Mario Odyssey by a tiny bit):
In Blossom Tales, hitting a button and getting a visual response takes 16 frames of my 240fps video. That means that the visual takes FOUR frames of realtime to respond, which is 66ms response time. (Technically it seems this is almost the best 60fps games can hope for on the Switch).
Hollow Knight, however, produces a visual response in 28 frames of my 240fps video. That means the visual takes SEVEN (!!!) frames of realtime to respond! That's a 116ms response time! YIKES!!
I'm hoping to raise awareness so that maybe the developer can look into it and fix it in a patch. Clearly something must be very wrong in their controller polling/render/vsync mechanism for the game to waste 6 frames before responding to inputs. Maybe they could get in touch with the developers of Blossom Tales and see if they'd be willing to assist/share their method?
So I took out my Phone and did a slo-mo 240fps recording of the game to confirm my suspicion. And for sure, there it was: Ungodly amounts of input lag.
Below you will find the comparison I did between Hollow Knight and Blossom Tales, the game I found with the least input lag in my library (it even beats Mario Odyssey by a tiny bit):
In Blossom Tales, hitting a button and getting a visual response takes 16 frames of my 240fps video. That means that the visual takes FOUR frames of realtime to respond, which is 66ms response time. (Technically it seems this is almost the best 60fps games can hope for on the Switch).
Hollow Knight, however, produces a visual response in 28 frames of my 240fps video. That means the visual takes SEVEN (!!!) frames of realtime to respond! That's a 116ms response time! YIKES!!
I'm hoping to raise awareness so that maybe the developer can look into it and fix it in a patch. Clearly something must be very wrong in their controller polling/render/vsync mechanism for the game to waste 6 frames before responding to inputs. Maybe they could get in touch with the developers of Blossom Tales and see if they'd be willing to assist/share their method?
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