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Input Devices PlayStation (Games) Sony Games

Lag Analysis For the PlayStation Move 71

Posted by Soulskill
from the swing-and-a-miss dept.
The $64,000 question about Sony's upcoming motion control system, the PlayStation Move, is how responsive it will be compared to traditional console controllers and its counterparts from Nintendo and Microsoft. Eurogamer slowed down videos of Sony's tech demo software to establish a rough baseline latency that developers will have to work with. Quoting: "While exact latency measurements aren't possible in these conditions, a ballpark idea of the level of response isn't a problem at all. The methodology is remarkably straightforward. Keep your hand as steady as possible, then make fast motions with the controller. Count the frames between your hand moving, and the motion being carried out on-screen. Equally illuminating is to stop your movement suddenly, then count the frames necessary for your on-screen counterpart to catch up. While not 100 per cent accurate, repeat the process enough times and the frame difference becomes fairly evident. Bearing all of that in mind, and recognizing that we don't know how much latency the display itself is adding, I'd say that a ballpark figure of around 133ms of controller lag (give or take a frame) seems reasonable, certainly not the ultra-fast crispness of response we see from games like Burnout Paradise or Modern Warfare, but fine for most of the applications you would want from such a controller."
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Lag Analysis For the PlayStation Move

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  • Re:Yay 133ms (Score:3, Interesting)

    by Rogerborg (306625) on Friday March 19, 2010 @06:07AM (#31534458) Homepage

    So we're clear, we're talking about input lag here.

    "lag compensation" isn't what you're describing, by the way. That's just lag hiding. Lag compensation would be having the server wind the world state back (approximately) to where it was when the client performed an action, in order to determine the result. Do you know of any games that do that?

  • Re:Yay 133ms (Score:1, Interesting)

    by Anonymous Coward on Friday March 19, 2010 @08:28AM (#31535694)

    "lag compensation" isn't what you're describing, by the way. That's just lag hiding. Lag compensation would be having the server wind the world state back (approximately) to where it was when the client performed an action, in order to determine the result.

    Do you know of any games that do that?

    Every popular FPS made in the last 8 years. Adjusting target lead by latency is an ancient memory. Tribes2 even did it, back in 2001.

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