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.