KILLZONE 2 - input lag now? if you want a reskinned COD4, go play WaW

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The flicking thing in those videos was ridiculous. No one plays an FPS by flicking, just like no one drives a car by barely tapping the gas quickly (my car's acceleration is laggy!).
 
I think I got lost in the sea of pictures, so I'll ask again for those of you who were in beta.

ashism said:
1. Can you make MP games with no crosshairs, just iron sights?

2. I know tacticians can throw a spawn point down. Did I hear correctly that squad leaders can be spawned on too? So does this mean we can have potentially more than one spawn point in a squad?
 
ashism said:
I think I got lost in the sea of pictures, so I'll ask again for those of you who were in beta.
no to the first, and to the second you can spawn to your squad leader as long as he is still alive
 
ashism said:
I think I got lost in the sea of pictures, so I'll ask again for those of you who were in beta.

1.- You can alter YOUR display, you can't make a game that forces that stuff onto others.

2.- There can be several spawn points per team, I don't belive there's a limit, depends on how many tacticians you got. :P
 
_leech_ said:
The flicking thing in those videos was ridiculous. No one plays an FPS by flicking, just like no one drives a car by barely tapping the gas quickly (my car's acceleration is laggy!).

Its demonstrating a point that affects every movement you make in the game upon startup.
 
I'm beginning to think some peoples machines are affected by control issues and some are not.

I can do the "flick test" and it seems like a 500ms delay between moving the stick and my view moving. Firing my weapon is about the same. If I have time this weekend I'm going to record myself @ 60fps and see what the delay actually is. It feels like its between 250-500ms between the time I hit a control and something happening on screen. I do not have these issues with any other game on my PS3, 360, or Wii on my TV/receiver setup.
 
i tried the flick test. you have to barely flick the stick to point of it not real moving the stick at all for the gun not to move. if you flick the control stick all the way to the side. no matter how fast you flick it . the gun moves quite a bit.
 
sprocket said:
i tried the flick test. you have to barely flick the stick to point of it not real moving the stick at all for the gun not to move. if you flick the control stick all the way to the side. no matter how fast you flick it . the gun moves quite a bit.

and what do we call that?
 
Dirtbag said:
I don't know if I have the patience to walk you through this.
Read the last 3-5 pages if you really care, I'm sure everyone else here would appreciate not having to go through this again.

No one gives a shit about what you think bitch
 
TheFatOne said:
No one gives a shit about what you think bitch

bad_boy_avatar.gif

blackjesus_avatar.gif
 
Esperado said:
This definitely isn't latency. The way input is handled, it would be impossible for the movements to go unregistered without other games being affected as well. It would have to be a hardware problem related either to the Dual Shock 3 or PS3. Input latency would be pushing the stick and having the movements appear 30-50 milliseconds later. Think of the software as an observer, watching which button/analog stick presses the hardware registers from the input. The way control works is the hardware registers the movement, the software reads (or observes) this information and executes code based on which buttons/analog movements are being pushed, and you are given output on the screen. What is happening here is the movement is registered with the hardware, but the code has either a momentum based system like others have thought of or some kind of a time based dead zone. Otherwise it would just be a 30-50ms delay in the movement and not the absense of movement as a whole.
Finally! Someone who at least speaks my "language," and isn't using buzzwords.

I too wonder why the input disappears completely, rather than just being delayed. As I've said before, and as you just said, it seems like a time-based deadzone that ignores anything brief. It IS latency though- it has to wait x amount of milliseconds before allowing input to trigger a response on-screen, and during that waiting period it's doing nothing. http://www.youtube.com/watch?v=z7RNKCbx5Hc, http://www.youtube.com/watch?v=GDZRQAnMSRc, http://www.youtube.com/watch?v=fw4KGhsZvtM

I want to rule out the other possible explanation you gave (hardware) but everyone is being too stubborn and won't try the flick test for themselves- they just laugh and call it "stupid stupid stupid." I just tried Resistance 2 and there was no flick ignored. Also, I've downloaded the demo twice, so I don't think it's software. Could you or someone else test it on their own console? Remember though, you have to be very quick with it (brush up-right with the left side of your thumb on the top of the stick works fastest for me). Because I'm not there to see if anyone's doing it fast enough, I unfortunately won't take a negative test result as reliable.
 
alba said:
ok, can we move on now? please? :o

Yes...but we need a new thread theme...and title :D

Having now played through the demo like way too many times, and getting my RGB all fixed, and getting used to Standard 1 controls with +1 sensitivity...I'm almost sure this is going to be the finest shooter ever made...the graphics have ruined everything else I own but MGS4
 
I'm sure I am late to the impressions game and no one cares, but I gotta say I wasn't all that impressed. The lighting and smoke effects were awesome, but there sure were a lot of low detail textures in the game. I guess that is why the developers went crazy with motion blur.

The sound is amazing though. I wish I had a surround sound setup to get the full experience. I cringed whenever anyone talked, though. It was like the devs have a hardon for the word "fuck". Throw a grenade at a Helghast and they say "fuuuuuuuck." It was kind of embarrasing to listen to. Maybe that's just me, though.

The worst part about the game for me were the controls. I can get used to the button layout, but the aiming was just awful in my opinion. It looks like the last few pages have been focused on a heavy debate of these controls, but I have to agree with the side that says the aiming sucks. It felt like Perfect Dark Zero all over again and was a very frustrating experience. I played around with various levels of sensitivity, but I just couldn't find anything that made it bearable.

Lots of people are going off about the guns feeling awesome and realistic, but I really didn't feel that. It may be realistic, but I found it very annoying that the only way to have any sort of accuracy was to either go into aim mode or fire in short burts. I'm sure I could get used to it, but I gotta say I wasn't having very much fun with the demo.

Also, what is up with no HUD indicator to show the player where grenades landed? Sure it is more realistic that way, but I bet it will get mind numbingly frustrating on harder difficulties where the enemies will surely be using more grenades.

Maybe the demo level was just particularly boring, but I personally didn't find anything that set Killzone 2 apart from other random shooters. I was excited to finally get a chance to play the game, but I came out disappointed unfortunately. The fun factor just wasn't there for me. I'll probably get the final product once it drops in price.
 
cakefoo said:
Finally! Someone who at least speaks my "language," and isn't using buzzwords.

I too wonder why the input disappears completely, rather than just being delayed. As I've said before, and as you just said, it seems like a time-based deadzone that ignores anything brief. The side-effect is that it also has to wait x amount of milliseconds before allowing input to trigger a response on-screen.

I want to rule out the other possible explanation you gave (hardware) but everyone is being too stubborn and won't try the flick test for themselves- they just laugh and call it "stupid stupid stupid." I just tried Resistance 2 and there was no flick ignored. Also, I've downloaded the demo twice, so I don't think it's software. Could you or someone else test it on their own console? Remember though, you have to be very quick with it (brush up-right with the left side of your thumb on the top of the stick works fastest for me). Because I'm not there to see if anyone's doing it fast enough, I unfortunately won't take a negative test result as reliable.


its not a time based deadzone. unlike PC fps which turn according to mouse movement some console fps use a times method to create a more natural movement. Some do not they use a constant measurement.

something like this.

constant - speed = 20; give you a constant turn speed.

acceleration method - speed = speed x 0.5; will slowly build up to 20.
 
Someone please make video responses for the flick test "input lag" on other games. I have no way to record but this is killing me.

There are 3-4 people in here who have completely misunderstood the way this game handles and it's turning the thread to shit. It is a programmed weight effect. It isn't Halo. You are no longer a set of crosshairs on a screen, you're a soldier with really blurry vision. Take it or leave it.
 
sprocket said:
it also does it with RE5 oh nooosss RE5 sucks now too! Halo3, COd4 and RE5 all fail the flick test! :((
What are you talking about? I just tried the Resident Evil demo, and it responded to every flick. Congrats, do you just ENJOY wasting people's time?
 
cakefoo said:
What are you talking about? I just tried the Resident Evil demo, and it responded to every flick. Congrats, do you just ENJOY wasting people's time?


hey by all means let everyone who wants to.. try it.


they all reacted the same to me. :/
 
Zefah said:
Also, what is up with no HUD indicator to show the player where grenades landed? Sure it is more realistic that way, but I bet it will get mind numbingly frustrating on harder difficulties where the enemies will surely be using more grenades.
The grenade indicator is by sound. The beeps are louder the closer you're to the grenade. The pattern of the beeps also indicates the time to explosion.

So instead of having an on screen indicator, they went with sound. And you can't throw back grenades anyways.
 
StateofMind said:
Someone please make video responses for the flick test "input lag" on other games. I have no way to record but this is killing me.

There are 3-4 people in here who have completely misunderstood the way this game handles and it's turning the thread to shit. It is a programmed weight effect. It isn't Halo. You are no longer a set of crosshairs on a screen, you're a soldier with really blurry vision. Take it or leave it.
Bad thing is, trolls ran out of BS, so thats more ammo for them.
 
cakefoo said:
Could you or someone else test it on their own console? Remember though, you have to be very quick with it (brush up-right with the left side of your thumb on the top of the stick works fastest for me). Because I'm not there to see if anyone's doing it fast enough, I unfortunately won't take a negative test result as reliable.

Yeah, that sounds real scientific there.

Al-Haytham is spinning in his grave. Congrats.
 
Zefah said:
Lots of people are going off about the guns feeling awesome and realistic, but I really didn't feel that. It may be realistic, but I found it very annoying that the only way to have any sort of accuracy was to either go into aim mode or fire in short burts. I'm sure I could get used to it, but I gotta say I wasn't having very much fun with the demo.

.. So you're honestly annoyed that in order for an automatic weapon to be accurate you have to aim or shoot in burst?

REALLY!?!
 
sprocket said:
its not a time based deadzone. unlike PC fps which turn according to mouse movement some console fps use a times method to create a more natural movement. Some do not they use a constant measurement.

something like this.

constant - speed = 20; give you a constant turn speed.

acceleration method - speed = speed x 0.5; will slowly build up to 20.
Yes, I know that acceleration as you hold the stick down all the way is present. But if that's the explanation for the videos, then they've set the first 50ms of the press to absolute zero, when it should at least be moving slowly.
 
Zefah said:
Lots of people are going off about the guns feeling awesome and realistic, but I really didn't feel that. It may be realistic, but I found it very annoying that the only way to have any sort of accuracy was to either go into aim mode or fire in short burts. I'm sure I could get used to it, but I gotta say I wasn't having very much fun with the demo.

Also, what is up with no HUD indicator to show the player where grenades landed? Sure it is more realistic that way, but I bet it will get mind numbingly frustrating on harder difficulties where the enemies will surely be using more grenades.


While it certainly does sound like the controls can be unresponsive (the arguments about momentum seem dubious), the bolded parts sound great.
 
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