Did you read any of the thread? The games run the exact same on vsync, which is what the developer targets. And this is comparable to other games released nowadays.Perfect using the Unity it is not,
For better engine there are lots.
The input lag is a bummer,
Switch patch perhaps in the summer?
There once was a thread onlinePerfect using the Unity it is not,
For better engine there are lots.
The input lag is a bummer,
Switch patch perhaps in the summer?
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.
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 once was a thread online
Input, one felt, was not on time
The devs here all the same
V-sync is to blame
And yet to the devs he would whine.
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?
all those things are what makes this game feel so good to me. it really is a great game.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.
They don't have to be beholden to unity team and the same thing goes in the other direction.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?
It's sad that this thread has blown up to the point where you had to come in and explain the inner workings of the game. Enjoying the game immensely and just beat the game tonight. Working on the extra content now.
At this point you have gone way beyond being an immature, spoiled brat and are a full-fledged asshole on the internet. What is your development experience that you can spout these accusations? Do you even have any? Or you just an armchair developer that can offer nothing but criticism?
I won't say where I work at, but mods can see, and maybe can attest. I work in dev, and I know what this is. My goal is not to cause grief, but for the devs of Hollow Knight to realize that their game is lacking in one crucial technical aspect that is player control, and I know what I'm talking about. But it seems everyone here has crucified me on cross of ignorance.
I will produce more slomo videos in days to come to get my point across, because I believe input lag is a disease on the whole gaming spectrum. Whichever side you stand on, I can only hope that you remain critical of input latency because it's the only reason I'm holding on for dear life to my CRT HDTV no matter how blurry the edges are, no matter how much fine lines flicker, no matter how much space it takes, only because it provides me with the truest of gaming experience: lagless.
Wow, fuck off. Jesus christ. Accusing the devs of being lazy AND lying at the same time. Real classy.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?
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?
And I'm out. I was thankful to you for bringing light on something (minor) I experienced, but your disrespectful attitude (needless hyperboles and calling out the devs) poisoned the very thread you made.
Citation neededGood thing I never buy Switch ports of indie games. It's become pretty common for them to have lag input.
Seriously. That's why "lazy dev" rhetoric is so damn toxic and ridiculous. Team Cherry are amazingly talented and I am in awe of the fact that they, along with Ska Studios (Salt and Sanctuary), are duos who produced amazingly polished, high quality, beautiful HD Metroidvanias with tons of content and basically put a lot of larger teams to shame.I don't want to dogpile on you, but please keep in mind Team Cherry is a two man studio. Hollow Knight is an incredibly well-designed and lenghty game that's among the best Metroidvanias out there — calling these people lazy couldn't be more ridiculous.