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

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cakefoo said:
You mean a higher polling speed, of course? Yes it would make it faster. By giving me quicker responsiveness onscreen, I could have a better connection with hand-eye coordination.

*** Let me state up front you have a valid request on a personal choice level.

Now then... What I am trying to relate cakefoo is that what you are really asking for is a faster gameplay mechanic... and the issue is not one of technology.

You seem to be implying that they failed to make polling work fast enough.

Its not that polling is "hard" or processor intensive. It simply isn't and certainly not when they have had years to work on this.

The issue you have here is that the slow speed is artificially being created by the developers. That is what I'm trying to relate to you. You are assuming that a higher polling speed means faster response in the joystick. I am saying its being polled at a higher rate than the movement by an order of magnitude. Its polling 100 times faster than the movement. It simply is or the buttons wouldn't operate.

You being told 10 times a second to clean your room or 5 times a second does not matter.

You will not respond to my request for at least 3 seconds no matter what as a typical human being.

Your real request HERE===>
cakefoo = "I want them to make the gameplay more responsive. If this affects their design decision to make the gunplay momentum based, heavy, and thereby SLOW... Then so be it. I don't like it and want them to change it."
 
kinda surprised the demo is short as it is looks great but the controls feel a little clunky to me thats really my only compliant
 
Grayman said:
Playing with no hud(no crosshair either) does not make the helgast smarter, more durable, or the ISA less durable. Surprisingly I did ok firing from the hip with no crosshair.
Do you know of any way to measure acceleration of movement(vs linear)

You mean in regards to player movement or view movement? Player movement could be done by standing up against a wall with a repetitive pattern and running sideways and observing how fast the pattern moves across. It would be a rough rough estimate, but you could do it and find out a bit. Good luck finding such a pattern though. This game is not one for frequent use of repetitive detail.

As far as measuring acceleration of turning speed...that's tough. I can't think of any good and easily quantifiable ways to do it.

The issue you have here is that the slow speed is artificially being created by the developers. That is what I'm trying to relate to you. You are assuming that a higher polling speed means faster response in the joystick. I am saying its being polled at a higher rate than the movement by an order of magnitude. Its polling 100 times faster than the movement. It simply is or the buttons wouldn't operate.
This is interesting because if you hit the buttons fast enough they actually dont respond. Try tapping the shoot button as fast as possible. Sometimes it will not respond.

You're right though, that what is going on is not polling speed related...if it were, then the response times I measured in my tests would be all over the map, and they weren't (standard deviation was just over 1/120th of a second...or a quarter of a frame in game).

But it may not be as cut and dry as developer choice. Go try and play Lost Planet on the PC to see how real input lag can be. It IS something that exists and it's NOT always intentional. If it were something devs just set up as they chose, then fast paced games would not have any, and they do, and it's not uniform among games.

There are a few options that I see it being. It could be

1)Intentional. I doubt this very highly, as if you're trying to give a very real feel to movement, the last thing you would do is introduce an extra lag time between what you do and when things even begin to start happening.
2)The developer didn't care. I also doubt this for obvious reasons.
3)It is a by product of the way the renderer works. This is what I see as being most likely. If it's setting things up in advance on one process while it's finishing another frame, there will be a lag time. One of the main culprits I've seen of this in games is advanced motion blur techniques. Lost Odyssey on the PC had absolutely horrendous input lag, and it got a lot better if you turned of motion blur, IIRC. Given the quality of the motion blur in KZ2, it wouldn't surprise me if the slightly longer delay had something to do with it. Also, given the quality of the motion blur in KZ2 and the fact that the difference between the lag in KZ2 and Resistance, which did not feature motion blur, is roughly 1 frame, I think it was certainly worth it, if that is indeed where it stems from.

EDIT-
I should also say I intend to test a few more things tommorow. I want to test a game who I know responds very quickly (half life 2 pc) at 1920x1200 (my monitor resolution) and at 1280x720 scaled to determine how much of the latency is due to monitor scaling.
 
One observation about the demo so far ...

Is that as amazing as it looks in screens, it doesnt stun me in motion. But thats not because it looks less impressive, rather it is the converse. Pretty much every object in the game behaves or seems to behave convincingly, so when Im playing it I dont notice anything other than what I am trying to do (ie where the enemies are moving). If I stop and look at detail, then yeah, it is impressive. But its more impressive that nothing stands out and everything seems to fit together coherently.

Some games amaze you with detail and specific objects/details, but KZ2 seems to just have it all fitting together.

Not many games do that.
 
UntoldDreams said:
*** Let me state up front you have a valid request on a personal choice level.

Now then... What I am trying to relate cakefoo is that what you are really asking for is a faster gameplay mechanic... and the issue is not one of technology.

You seem to be implying that they failed to make polling work fast enough.

Its not that polling is "hard" or processor intensive. It simply isn't and certainly not when they have had years to work on this.

The issue you have here is that the slow speed is artificially being created by the developers. That is what I'm trying to relate to you. You are assuming that a higher polling speed means faster response in the joystick. I am saying its being polled at a higher rate than the movement by an order of magnitude. Its polling 100 times faster than the movement. It simply is or the buttons wouldn't operate.

You being told 10 times a second to clean your room or 5 times a second does not matter.

You will not respond to my request for at least 3 seconds no matter what as a typical human being.

Your real request HERE===>
cakefoo = "I want them to make the gameplay more responsive. If this affects their design decision to make the gunplay momentum based, heavy, and thereby SLOW... Then so be it. I don't like it and want them to change it."
No, I'm wondering if it would result in fewer dropped inputs from the look stick. And there must be a separate polling value for each button, because the other buttons don't "miss."
 
WHOAguitarninja said:
This is interesting because if you hit the buttons fast enough they actually dont respond. Try tapping the shoot button as fast as possible. Sometimes it will not respond.
Oh really? I didn't test this. I was unaware it also happened with other buttons.

Just tried with jumping (x) and firing (R1) and they did miss, and I was pressing hard. I don't think it's a gameplay effect, guys. It appears to be a polling thing, and while I could accept the style explanation for the look stick, there's just no explanation for the jump and fire buttons.

Good thing I'm not usually that fast with the buttons. It doesn't affect my gameplay. Just the look stick lag is kinda hard to get used to.
 
ezekial45 said:
Did you try the other control types?
not yet i'll go back in the morning and retry. Movements seemed a little slow which I hope with a little tweaking to the sensitivity the game will be like butter.
 
WHOAguitarninja said:
You mean in regards to player movement or view movement? Player movement could be done by standing up against a wall with a repetitive pattern and running sideways and observing how fast the pattern moves across. It would be a rough rough estimate, but you could do it and find out a bit. Good luck finding such a pattern though. This game is not one for frequent use of repetitive detail.

As far as measuring acceleration of turning speed...that's tough. I can't think of any good and easily quantifiable ways to do it.
I meant turning and aiming. It turns out to not be accelerated it just seems like it because of the output delay.
 
WHOAguitarninja said:

As far as pushing buttons so fast that they don't cause a reaction please understand this much.

1) The button is digital and either activated or it did not activate
2) If activated it probably was polled and went to the software to decide what the heck to do with it the information
3) All developers on the PS3 have Analog scale buttons to deal with. This means although the button is digital you receive some value in scale from say 0 - 255. 255 means a harsh button press and 0 means nothing pressed.

Every developer is making a "judgment" on how hard you pressed the button and how long you pressed the button to take action in software. Everyone is doing this.

The algorithm might simply be this:
A) Any value over 100 is considered a pressed button
B) It must be over 100 in value and consecutively for 150 milliseconds to activate something

Regardless, the polling is probably less than 10 milliseconds. In dedicated hardware console like these it would not make sense otherwise since I can get that much out of my slow linux laptop using a custom device driver.
 
I emptied an entire clip into a wall just for the hell of it, and I sure wasn't expecting Garza to say, "that's one less inanimate object we have to worry about!" :lol
 
Jack Scofield said:
I emptied an entire clip into a wall just for the hell of it, and I sure wasn't expecting
Garza to say, "that's one less inanimate object we have to worry about!"
:lol
If you spoilered this and I tried it it would have made my night
 
Jack Scofield said:
I emptied an entire clip into a wall just for the hell of it, and I sure wasn't expecting Garza to say, "that's one less inanimate object we have to worry about!" :lol

omg really? im definitely going to have to try that out! :lol
 
People are starting to nitpick the hell out of the controls and it getting ridiculous.
I have played the demo at least 20 times and can get off head shots with ease and can shoot from the hip with decent accuracy with all the onscreen options turned off.

The controls are not broken we just have idiots who refuse to adapt to a different control scheme. Also, this game really requires you to shoot in burst, because going full auto while aiming is useless. If you are shooting from the hip you can spray and pray, but not while using the iron sites.

I really think some people complain for the sake of complaining...
 
Lince said:
I've spent a full hour shooting canisters and such in the warehouse, at one point I shot one of the gas canisters that were lying in the floor in its base and the gas scape made the canister stand vertically and sort of dance around slowly in such a freaking and realistic way that I had to power off my PS3, get in here, talk about it and say good night.

good night

:lol
 
NameIess said:
People are starting to nitpick the hell out of the controls and it getting ridiculous.
I have played the demo at least 20 times and can get off head shots with ease and can shoot from the hip with decent accuracy with all the onscreen options turned off.

The controls are not broken we just have idiots who refuse to adapt to a different control scheme. Also, this game really requires you to shoot in burst, because going full auto while aiming is useless. If you are shoot from the hip you can spray and pray, but not while using the iron sites.

I really think some people complain for the sake of complaining...
I've put aside hitting targets and complained about bad motion. Ducking and firing in bursts does not fix controls that are less responsive than they should be and also have odd turning speeds to get used to.
 
Grayman said:
I've put aside hitting targets and complained about bad motion. Ducking and firing in bursts does not fix controls that are less responsive than they should be and also have odd turning speeds to get used to.

It's not odd, it's weighted and turn up your sensitivity...
 
Grayman said:
I've put aside hitting targets and complained about bad motion. Ducking and firing in bursts does not fix controls that are less responsive than they should be and also have odd turning speeds to get used to.

Use the sprint option to make quick moves...
The game is suppose to play with a level of realism and I find it refreshing for the genre.
Since the game has realistic physics and hit detection the player movements should be more realistic and momentum based. From day one the developers stated they wanted to give the game a feeling of weight and momentum and you are seeing that in the player controls.

If you do not like the gameplay there's tons of FPS titles that are not based on realism from a control perspective and you can continue playing those games.

I just find it interesting how people want to say something is broken or wrong if it does not meet their initial expectations. Just continue to play and adjust or don't buy the fucking game it's that simple...
 
cakefoo said:
Oh really? I didn't test this. I was unaware it also happened with other buttons.

Just tried with jumping (x) and firing (R1) and they did miss, and I was pressing hard. I don't think it's a gameplay effect, guys. It appears to be a polling thing, and while I could accept the style explanation for the look stick, there's just no explanation for the jump and fire buttons.

Good thing I'm not usually that fast with the buttons. It doesn't affect my gameplay. Just the look stick lag is kinda hard to get used to.

Your theories on how joystick drivers work are entertaining but please believe me when I say you are making stuff up.
 
Killzone 2: I flicked a girl and I liked it (PXG)
Killzone 2: flicking nitpickers

...ya those sucks, anyway how do you make enemies fly in the air like that? The guy in the gif gets way up there.

I had this amazing part in beginning where a helghast died and was leaning over a railing so I shot him to make him fall but couldn't do it. Another helghast appears above him so I shoot a barrel and he goes flying over the rail and on his way down hits the dead body and knocks him off....speechless.
 
I can tell now that this game is going to have big diversity in the skills displayed by different players in multiplayer. There will be those who are ultra precise with the shooting, and can get headshots/multiple quick kills on whim, and then there will be those who will have naff aim, with slow response times and blame it on the controls or "aiming". Should make for some very amusing matches. I can't wait personally. Easy killings....easy killings... :D
 
Halvie said:
controls feel a lot better after turning the sensitivity up.

It's funny you say that, because I find it the opposite. I turned up sensitivity after my third close-combat death in a couple of run-throughs... to me it magnifies the issues people are talking about. (Still, every time I rushed a Helghast, they'd just loop around me and get a free whack in from behind... like they knew a human's weakness is turning around).

I could see the controls getting patched. I'm not super-worried about it either way. Looking forward to the rest of the single-player anyhow (I'll try and probably enjoy multiplayer but it's sooo secondary to me).
 
UntoldDreams said:
Your theories on how joystick drivers work are entertaining but please believe me when I say you are making stuff up.
What am I making up? And why did you quote that post? It didn't seem to have anything to do with what you're saying.
 
I haven't had to many issues with the controller, just fine tuned the sensitivity and I was rolling easy. All I've got to say, headshots with the rifle ( the single shot one) are incredibly satisfying. Demo, while short lived, was great. Can't wait
 
Any of the weapons have ATL-Fire capability? I remember in KZ1 the ISA rifle fired grenades and the Helgan rifle fired a shotgun shell!
 
cakefoo said:
What am I making up? And why did you quote that post? It didn't seem to have anything to do with what you're saying.

I've already explained how polling works to you above as well as why and how the button pressing mechanism works to WHOAguitarninja above.

I explained everything to nauseating detail and even included why you aren't getting a response when you tap super quick on joysticks and buttons.

** This from a developer who has SPECIFICALLY worked on joystick device drivers.

ERGO... Please drop the topic and stop this line. It derails the thread and I am beginning to wonder if you aren't doing this on PURPOSE to cause havoc.
 
minimoke said:
Any of the weapons have ATL-Fire capability? I remember in KZ1 the ISA rifle fired grenades and the Helgan rifle fired a shotgun shell!
The demo does not have it and it is not listed in any button options
 
Jack Scofield said:
I emptied an entire clip into a wall just for the hell of it, and I sure wasn't expecting Garza to say, "that's one less inanimate object we have to worry about!" :lol
yeah he has a few other nice lines when you shoot at nothing. i think the dialog in the demo is great compared to the usual chatter -- haters are lame.

edit: i also like how if you're too far away, it will automatically switch to radio com.
 
dfyb said:
yeah he has a couple other nice lines. i think the dialog in the demo is great compared to the usual chatter -- haters are lame.

I like it as well.

Really I like the VO altogether, they have a good few line for every scenario. I personally didn't find the cuss words as abundant really, mostly "ass" is used a lot.

Time for more warehouse fun. :D
 
Jack Scofield said:
I emptied an entire clip into a wall just for the hell of it, and I sure wasn't expecting Garza to say, "that's one less inanimate object we have to worry about!" :lol


:lol I am gonna go try that. I am playing fully now with no HUD and Crosshairs, not sure if I want to take on the campaign mode this way when it hits. The lack of crosshair hurts my grenade throwing more than my shooting being that I use Iron sight and cover 85% of the time.
 
MvmntInGrn said:
I like it as well.

Really I like the VO altogether, they have a good few line for every scenario. I personally didn't find the cuss words as abundant really, mostly "ass" is used a lot.

Time for more warehouse fun. :D
I hear fuck more often from the hellgast but maybe ass fails to grab my attention
 
vicktormerv said:
I haven't had to many issues with the controller, just fine tuned the sensitivity and I was rolling easy. All I've got to say, headshots with the rifle ( the single shot one) are incredibly satisfying. Demo, while short lived, was great. Can't wait

They took out the alt fire, which is a shame since the Helghast rifle with the shotgun attachment was one of the only things I liked about KZ1.
 
Cakefoo you fail at this thread dude. Sorry.

The game is responsive enough. This isn't Halo. You aren't super human and your enemies aren't aliens. The game responds like it should if it were being realistic.

Get a grip. Enjoy the game and wrap it up. You aren't helping the devs by complaining about something that isn't broken.

But moreover it seems that people are complaining on the basis that it doesn't play like every other shooter. Maybe that's a good thing. Maybe it's good that it's providing something fresh and attempting to actually make you think for a minute and realize that you aren't playing just another FPS. The game screams, this isn't any other FPS, this is Killzoone, get used to it or GTFO.
 
bizatch said:
Just showed this game to 2 buddies of mine. Long story short, they're both getting ps3 because of it.
This is sony's halo, for sure. Maybe not in terms of gameplay, but definitely in terms of selling power.

I honestly prefer class based games > normal deathmatch. So in terms of mp already Killzone 2 is a winnar. Yes on my end to I have PS3 owners that are not fps players but are getting this game.

I really do hope this game sells at least as well as Halo 3.
 
bigswords said:
I honestly prefer class based games > normal deathmatch. So in terms of mp already Killzone 2 is a winnar. Yes on my end to I have PS3 owners that are not fps players but are getting this game.

I really do hope this game sells at least as well as Halo 3.



LOL at least? If it sells half as well as that monster it's going to be fantastic. Luckily it seems that it's may possibly sell almost as well or even just as well. It has 1.1 million pre-orders in Europe, and 1 million at Gamestop. That's already 2.1 million copies right there. ANd this isn't including Amazon (which it's been in the top 5 for months now), Best buy, Walmart etc etc etc.

I predict this game sells upper 2 mill, 3 mill on day one. It's going to be a juggernaut.
 
UntoldDreams said:
I've already explained how polling works to you above as well as why and how the button pressing mechanism works to WHOAguitarninja above.

I explained everything to nauseating detail and even included why you aren't getting a response when you tap super quick on joysticks and buttons.

** This from a developer who has SPECIFICALLY worked on joystick device drivers.

ERGO... Please drop the topic and stop this line. It derails the thread and I am beginning to wonder if you aren't doing this on PURPOSE to cause havoc.
I already read that post and understood it. All I said was that after testing buttons and them not registering either, it seems that you are right. So I don't see what you're objecting to here.
 
Some demo impressions from Shane R. Monroe of retro gaming radio.

Shane R. Monroe said:
Alright boys, I got a chance to play the INCREDIBLY SHORT 1.2GB demo tonight. Here are my thoughts.

I'm not sure I get what people are all excited about with the visuals. They look no better than COD4/5 and in some cases - worse. I swear, a couple of times, it looked like Wii graphics. No ... I'm not kidding. Now, maybe this is a 'demo issue'. But if you have the demo, get to the part where you're infiltrating the control room. Where your partner is sitting down under cover (before the action begins) look to the right. There is some sort of storage area over there in the middle of the room. When you go down the stairs, turn the corner and look at that sucker in the middle of the room. Whoa, what the hell?

The controls are fine - lots of options - the STANDARD 1 worked out ok for me. I'm NOT thrilled with the "lag" as you turn with the right analog. That may be changable in the options. But it's very distracting. Throwing grenades is a lot different - doesn't feel right. Can't put my finger on it. Finally, I don't like how your ZOOM IN doesn't reset after a reload.

I'm not much on the "smear" effect of the game. I don't know if that's supposed to be "gritty" or something, but honestly - I'm not feelin' it.

The mission is solo - there is no multiplay. I found it very hard to keep my objectives straight. When someone calls to you to "come over here", I had trouble finding them ... It wasn't FLUID to me.

What is cool? The enemy A.I. is pretty damn impressive. I actually had trouble killing some of the more clever ones. On the other hand, at some points, they are blithering idiots. Weird right? Overall though, the AI is TOP notch.

I also liked blowing their helmets off and performing head shots. That's fun!

It's a solid game from what I can see. The multiplayer might sell it completely - dunno. System killer app? nah A good solid game for the poor isolated PS3 owners? You bet. It's better than most of the other games I've played on the PS3.

I will say the dual shock controller (one of my favs) is rather uncomfortable now that I've adapted to the 360 controller. I like the spread of the two analog sticks on the 360 controller. I'm sure it's all a matter of playing the 360 more - that's all.

The final call? The demo isn't nearly enough to make a good judgement on the game (as per normal). The demo isn't worth the LONG download, the LONG install and the EXTREMELY short missing. Get it on a cover disc? Cool - might be fun.

Back to COD ...
 
DexterXS said:
LOL at least? If it sells half as well as that monster it's going to be fantastic. Luckily it seems that it's may possibly sell almost as well or even just as well. It has 1.1 million pre-orders in Europe, and 1 million at Gamestop. That's already 2.1 million copies right there. ANd this isn't including Amazon (which it's been in the top 5 for months now), Best buy, Walmart etc etc etc.

I predict this game sells upper 2 mill, 3 mill on day one. It's going to be a juggernaut.

any source on those gamestop numbers?
 
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