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

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So far Alpha Team is becoming one of my favourite casts of characters already. Garza's delivery of "Take 'em down, take 'em ALL DOWN!!!" was just so very very awesome awesome.
 
TheExodu5 said:
Input lag, and linear scaling of speed have nothing in common.

It's more like the difference between Street Fighter, and Street Fighter - 5 frames of lag edition.

As for you saying it's unarguably a design choice...no it's not. Until a developer confirms it, we won't know. There's nothing that disproves it being as a result of the rendering/display techniques used.

You really need to stop looking at reviews.

I am simply pointing out that it doesn't make much sense to say that 20 million dollars spent and (80 people x 4 years) 320 man years later that they have a laggy menu system as a byproduct of the rendering pipeline of the game especially since the rendering pipeline is frozen.

You can try to say "without dev confirmation its not certain" but realistically it IS certain.

I have never been to the North Pole. I am certain there are no indigenous Zebras.
I don't need confirmation.

For what its worth I have BUILT menu systems for games. I have built games.
... and I would fire the dev team if they were unable to make a zippy menu system.
 
_tetsuo_ said:
Rest of the Edge scores from this month, apparently.

Killzone 2 - 7
FEAR 2: Project Origin - 8
Race Pro - 8
House of the Dead: Overkill - 8
Let's Tap - 8
Halo Wars - 7
Deadly Creatures - 5
The Maw - 5
Lord of the Rings: Conquest - 2
Tenchu: Stealth Assassins - 6
Crayon Physics Deluxe - 7
Flower - 7
Boing! Docomodake - 7
Klonoa: Door to Phantomile - 6
wrong thread...?
 
Rayme said:
Read it again.

It's not a matter of the "cpu" being bogged down, or etc. More how that "pipeline" is set up. Potentially.

Here, this should help people understand:
http://cowboyprogramming.com/2008/05/27/programming-responsiveness/

I know full well about responsiveness I've been programming since computers used tape cassettes as storage.

The entire game is FROZEN while the menu is up. What part of this rendering PIPELINE do you believe is there to create an animated lag in the menu system?

What possible reason is there for this? For god sakes people.... Don't argue with me just for the sake of arguing.
 
Rayme said:

I don't mean that the CPU is bogged down or anything. When producing frames, you can have your CPU render frames ahead of the GPU. This basically gives a small buffer of frames ready in case the CPU misses a frame or two. This helps prevent frame skipping.

They could also be implementing a form of triple buffering. Triple buffering stores an extra frame in a second back buffer. In a game with vertical sync enabled (Killzone is such a game), the GPU can only send full frames to the display device (well, really it's the display device retrieving the frames). If a frame is missed, the framerate is cut drastically since the monitor cannot retrieve a half-drawn frame. Triple buffering fixes this by adding an additional back buffer, where complete frames are stored before being moved to the front buffer. If a frame is missed, the frame in the back buffer is used instead. It allows the framerate to fluctuate smoothly. This could very well be the case in Killzone 2 because the demo has no detectable frame drops to 24fps (or lower). We'd probably need someone from Beyond3D on this one.

UntoldDreams said:
For what its worth I have BUILT menu systems for games. I have built games.
... and I would fire the dev team if they were unable to make a zippy menu system.

Well there's no denying it. They were unable to make a zippy menu system. Fired.

Your first hand experience doesn't mean much when your analogies are so bad. The fact that you can't understand how the rendering pipeline COULD have an effect on this shows your lack of experience. All it takes is 10 minutes of tweaking a PC game engine to see how easily input lag can be introduced.
 
UntoldDreams said:
I am simply pointing out that it doesn't make much sense to say that 20 million dollars spent and (80 people x 4 years) 320 man years later that they have a laggy menu system as a byproduct of the rendering pipeline of the game especially since the rendering pipeline is frozen.

You can try to say "without dev confirmation its not certain" but realistically it IS certain.

I have never been to the North Pole. I am certain there are no indigenous Zebras.
I don't need confirmation.

For what its worth I have BUILT menu systems for games. I have built games.
... and I would fire the dev team if they were unable to make a zippy menu system.
No, there's still input/logic/rendering/etc going on. The game world could even be getting re-rendered each frame, I dunno. But it's kind of moot. There's a lot going on, and this isn't a simple issue.

But by all means, fire your dev team. ;)
 
lupinko said:
For the guys arguing about input lag, you could just ask Tempy or Iain as I believe they are both from GG.

I would certainly love to hear from them. Whatever the cause is, I can forgive it because the game is so damn beautiful. "_"

Rayme said:
No, there's still input/logic/rendering/etc going on. The game world could even be getting re-rendered each frame, I dunno. But it's kind of moot. There's a lot going on, and this isn't a simple issue.

But by all means, fire your dev team. ;)

Honestly, it seems to me that Untold's experience is just very outdated. Games of late are rendered very differently. Either that or it's a small-scale project where performance is a non-issue and everything can be rendered during the duration of a frame.
 
Grayman said:
It does not ruin the game but if it was done by choice it was the wrong choice.

In your opinion, majority seem to be adapting well.

Tired, going to sleep. Sure I'll need to sift through 10 more pages tomorrow.
 
TheExodu5 said:
I don't mean that the CPU is bogged down or anything. When producing frames, you can have your CPU render frames ahead of the GPU. This basically gives a small buffer of frames ready in case the CPU misses a frame or two. This helps prevent frame skipping.

They could also be implementing a form of triple buffering. Triple buffering stores an extra frame in a second back buffer. In a game with vertical sync enabled (Killzone is such a game), the GPU can only send full frames to the display device (well, really it's the display device retrieving the frames). If a frame is missed, the framerate is cut drastically since the monitor cannot retrieve a half-drawn frame. Triple buffering fixes this by adding an additional back buffer, where complete frames are stored before being moved to the front buffer. If a frame is missed, the frame in the back buffer is used instead. It allows the framerate to fluctuate smoothly. This could very well be the case in Killzone 2 because the demo has no detectable frame drops to 24fps (or lower). We'd probably need someone from Beyond3D on this one.

Well there's no denying it. They were unable to make a zippy menu system. Fired.

Your first hand experience doesn't mean much when your analogies are so bad. The fact that you can't understand how the rendering pipeline COULD have an effect on this shows your lack of experience. All it takes is 10 minutes of tweaking a PC game engine to see how easily input lag can be introduced.

Sir... I fully understand what you are saying. I really do. I was doing double buffering in high school (again when computers were black and white only with pixels the size of your thumb).

I don't know what to say other than the fact that you will clearly believe what you want.

You seem to be saying (your belief) that the lag in the system is most likely an artifact of GG's deferred rendering engine and offered the *menu* system up as additional evidence of this supposition.

I disagreed and stated the menu system is not a proper evaluation because there would be many ways around that. I stated that its most certainly their choice to make the menu system slower since that is something they could work around regardless.

Then we got into insulting quips. Pleasant.
 
UntoldDreams said:
I disagreed and stated the menu system is not a proper evaluation because there would be many ways around that. I stated that its most certainly their choice to make the menu system slower since that is something they could work around regardless.

Well since you say there's easy ways around the input lag on a menu, you can certainly give me a brief rundown. And since it's so easy by the way, why is it that any PC game with triple buffering enabled suffers from input lag on the menu screen?

I'm not saying it HAS to be as a result of the rendering pipeline, I'm just saying it's a clear possibility. It's certainly not ridiculous to the levels you seem to be indicating.
 
UntoldDreams said:
Sir... I fully understand what you are saying. I really do. I was doing double buffering in high school (again when computers were black and white only with pixels the size of your thumb).

I don't know what to say other than the fact that you will clearly believe what you want.

You seem to be saying (your belief) that the lag in the system is most likely an artifact of GG's deferred rendering engine and offered the *menu* system up as additional evidence of this supposition.

I disagreed and stated the menu system is not a proper evaluation because there would be many ways around that. I stated that its most certainly their choice to make the menu system slower since that is something they could work around regardless.

Then we got into name insulting quips. Pleasant.

Interesting, but explain why WipeoutHD is probably one of the most responsive games of this gen and that uses deferred rendering ?, I find if your going to blame anything then I think the v-sync lock is probably contributing to the lag alot, I bet if you unlocked it the controls would feel alot different, I had a similar problem with the PS3 version of bioshock, once you unlocked the v-sync the controls where very responsive.
 
lowrider007 said:
Interesting, but explain why WipeoutHD is probably one of the most responsive games of this gen and that uses deferred rendering ?, I find if your going to blame anything then I think the v-sync lock is probably contributing to the lag alot, I bet if you unlocked it the controls would feel alot different, I had a similar problem with the PS3 version of bioshock, once you unlocked the v-sync the controls where very responsive.

Naw, he's saying they artificially add input lag to the game. As in, they actually have a buffered input stream, and they delay it by a good 4-5 frames before accessing.
 
beast786 said:
6f0hpuv.gif
I liked how atmospheric the 07 build of KZ2 looked. I'm somewhat disappointed they changed the style.

Helghan looked like one fucking hostile planet.
 
TheExodu5 said:
Well since you say there's easy ways around the input lag on a menu, you can certainly give me a brief rundown. And since it's so easy by the way, why is it that any PC game with triple buffering enabled suffers from input lag on the menu screen?

I'm not saying it HAS to be as a result of the rendering pipeline, I'm just saying it's a clear possibility. It's certainly not ridiculous to the levels you seem to be indicating.

If it's an issue with vsync + triple buffering, nothing can be done, right? Or rather, nothing should be done. Could just be me, but I'll take some slight "input lag" at the cost of no tearing and few frame drops. :P
 
UntoldDreams said:
I disagreed and stated the menu system is not a proper evaluation because there would be many ways around that. I stated that its most certainly their choice to make the menu system slower since that is something they could work around regardless.
Honestly, "make the menu system snappier" would probably be far, far towards the bottom of the list of priorities in a game of KZ2's scale, and it's probably not a quick task. Lots of more-important things to worry about and work on. And rightly so. =)
 
-viper- said:
I liked how atmospheric the 07 build of KZ2 looked. I'm somewhat disappointed they changed the style.

Helghan looked like one fucking hostile planet.
Unless you have seen otherwise in a review copy the game still might levels that look different.
 
TheExodu5 said:
Well since you say there's easy ways around the input lag on a menu, you can certainly give me a brief rundown. And since it's so easy by the way, why is it that any PC game with triple buffering enabled suffers from input lag on the menu screen?

To be clear... I'm not trying to be confrontational on this.

If they wanted to make a menu slower on purpose... I think you can agree with me that such an effect would be easily achieved. They just go slower.

For the PC people they most certainly don't care about menu speed and it wasn't a requirement. #1 rule in programming is don't waste your time so enabling triple buffering most certainly slowed everything down for them in the menu and the point is they didn't care.

Had they WANTED to make it slower for some weird menu effect they could easily do so (you agree with me on this one for sure).

Now then If I wanted to speed up a system? I would dump the last frame of the rendered image as a static image, suspend the rendering thread, switch processor contexts to a menu process which uses the static image as background of the menu system.

From there I could create any effect I desired as long as I didn't need anything more than the static image.

Again... not trying to be confrontational since I do believe the menu system feels slow but if the whole game truly had that kind of response trouble I think the game would probably be even worse.
 
Private Hoffman said:
So what did they say?

EDIT: Don't answer that, I actually found out the specific reason.

EDGE Scores:

Halo 3 - 10
Gears of War 2 - 9
Halo 2 - 9

Resistance 2 - 6
Resistance 1 - 7
KILLZONE 2 - 7

What was the reason behind it? The scores are pretty damning of their magazine right there though. But yeah, the reason? I have been let down by many outlets I expected to come out with the lamest things against the game, I'm sure Edge will make up for that.

EDIT: NM. I read their comments. As expected, they're a joke. A review written like a 9 or 10 with a 7 slapped onto it for reasons shown by their prior scores.

It's amazing a magazine is willing to throw away their reputation on a whim like they have. When more people play the game and find out how amazing the game is, they'll be looked upon as the clown shoes they are. Nobody is going to buy a 7 for this game just from the MP experience alone which would rate it higher, except maybe those wearing a different jacket would think the score is fair. The hate on this game is incredible. Let it go guys, they tried to fool everyone with that trailer, got caught, then put out a game that looks as good if not better. Let it go.
 
What is this input lag you guys speak of? I haven't noticed any, but then again i dont play a huge amount of FPS.

I love the demo, i usually play a demo once then delete it but I've played this loads.
 
Hey guys, how about this:

We just got a demo and most of us are enjoying it. No matter how many times we point out how the controls are broken or whatever (I don't think so, I love how it controls and I have no problems at all, but hey..) we are not going to fix it because we are not Guerrilla, and even then we have in our hands the demo of probably the best FPS for PS3 and yet most are just whining? The hell...

So yeah, enjoy the game and talk about something else besides the way the controller is set up, because a lot of us don't give a fuck if you like or not the control settings and we would rather talk about something else.


So please, we got the memo, you don't like the way the controller works bla bla bla, can we now talk about anything else?
 
BeeDog said:
How much better than the first mission? :p

everything is better than the first mission. (but i also think that the first mission isn't that bad).

the servers aren't online at the moment which is a bummer.

the soundtrack is epic.
 
Zeliard said:
Those Resistance 1/2 scores deserved it. I would've scored the first lower than the second, though.


I clearly remember the 4 page Resistance 1 review. They praised the game a lot. The only negative point they made was the in regard to the DualShock. Something along the lines "it doesn't belong to the FPS genre and it shows".
 
Mik2121 said:
So please, we got the memo, you don't like the way the controller works bla bla bla, can we now talk about anything else?
Yeah, I'm so tired of this.

Between RE5 and KZ2, the whole control discussion has just become so repetitive.
 
peetfeet said:
What is this input lag you guys speak of? I haven't noticed any, but then again i dont play a huge amount of FPS.

The more I read this thread, the more i see problems coming out of nowhere that don't even exist. (I'm really fucking blind deaf and everything otherwise :P)
 
Blablurn said:
everything is better than the first mission. (but i also think that the first mission isn't that bad).

the servers aren't online at the moment which is a bummer.

the soundtrack is epic.

I asked this already but... did you play the review code? Any improvements on that?

Blablurn said:
btw, how long will wollan's ban last?

Till March :/
 
TTP said:
I clearly remember the 4 page Resistance 1 review. They praised the game a lot. The only negative point they made was the in regard to the DualShock. Something along the lines "it doesn't belong to the FPS genre and it shows".

The Resistance 1 review I agree with the most out of all the one's I've read is Eurogamer's second one:


http://www.eurogamer.net/articles/resistance-fall-of-man-review


Summarizes everything I think about the game perfectly. I think Killzone 2's gameplay (not to mention the audio-visual presentation) is a large step up from Resistance, and I'll likely also enjoy its multiplayer more as a result. Resistance really just never did it for me.
 
6f0hpuv.gif


Agreed times 100x, the game had a much better atmosphere and visual identity to it before the devs buckled to the 'there's no color!' trolls. I really wish they'd at least give us the ability to play that level with the old 07 color filters (if such a thing is possible).
 
Zen said:
http://i8.tinypic.com/6f0hpuv.gif[img]

Agreed times 100x, the game had a much better atmosphere and visual identity to it before the devs buckled to the 'there's no color!' trolls. I really wish they'd at least give us the ability to play that level with the old 07 color filters (if such a thing is possible).[/QUOTE]

I also find this look awesome, more oppressive and cool. As said, an optional filter would be awesome, but unfortunately it seems there're no unlockables at all in this game (hopefully I'm wrong). :[
 
Private Hoffman said:
So what did they say?

Don't answer that, I actually found out the specific reason.

EDGE Scores:

Halo 3 - 10
Gears of War 2 - 9
Halo 2 - 9

Resistance 2 - 6
Resistance 1 - 7
KILLZONE 2 - 7


Lol. I've always disliked Edge (have disliked them for years). This KZ2 score only re-affirms it, but to me I've always been put off by Edge's pompous elitism and ironically enough at the same time complete inconsistency. It's difficult to gauge why they give certain games certain scores even after reading the write up, since past reviews would have you believe something totally different.

.
 
Zen said:
6f0hpuv.gif


Agreed times 100x, the game had a much better atmosphere and visual identity to it before the devs buckled to the 'there's no color!' trolls. I really wish they'd at least give us the ability to play that level with the old 07 color filters (if such a thing is possible).

BeeDog said:
I also find this look awesome, more oppressive and cool. As said, an optional filter would be awesome, but unfortunately it seems there're no unlockables at all in this game (hopefully I'm wrong). :[

Every level has its own atmosphere.
 
nib95 said:
Lol. I've always disliked Edge (have disliked them for years). This KZ2 score only re-affirms it, but to me I've always been put off by Edge's pompous elitism and ironically enough at the same time complete inconsistency. It's difficult to gauge why they give certain games certain scores even after reading the write up, since past reviews would have you believe something totally different.

.

I'm pretty sure if EDGE didn't put scores in their reviews everyone would be very happy about their KZ2 review. To the point they would come up with an "8 or above" impression. Too bad this will register as a low score (7 = 70%) on Metacritic despite not being so.

And why is Blablurn ignoring me?
 
The Edge score is entirely fair.

It's not a bad score, remember. A 7 is good. And it's fair. Killzone 2 never really becomes special, but it's solid and entertaining enough.
 
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