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Reader Comments (79)

Posted: Mar 18th 2010 8:04PM Cheesus Crust said

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Isn't this like 4-5 months from release? I'm pretty sure they'll fix it up in the mean time.
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Posted: Mar 18th 2010 9:15PM Wiizer said

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And why isn't this article marked flamebait?...
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Posted: Mar 18th 2010 9:34PM Dr Perry Ulysses Cox said

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Why do you seem to be looking for a fight so much recently, Wiizer? Also, your comment has little to do with what Cheesus said, so why reply to him? (Don't answer that second question, we already know why.)
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Posted: Mar 18th 2010 9:38PM Cheesus Crust said

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I used to respect you Wiizer, but using my comment as a piggyback to get your comment on top? Have some decency!
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Posted: Mar 18th 2010 9:44PM Wiizer said

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OMG, my comment has a lot of relevancy:

"Isn't this like 4-5 months from release?"

I was answering Cheesus's question with another question!
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Posted: Mar 18th 2010 9:46PM (Unverified) said

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My thoughts as well. Isn't the software that was demoed pre-alpha? They still have a ways to go and I am sure it will be fixed. This is indeed a flamaebait topic.
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Posted: Mar 18th 2010 10:01PM Johnnynumber5 is powered by cell said

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@WRE

Your comment didn't have anything to do with what Cheesus said either. Just saying.
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Posted: Mar 18th 2010 10:49PM Vman said

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@ Tigre

And also yours.

Topic: So the only issue is that Sony exaggerated a bit? Surprise!
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Posted: Mar 19th 2010 12:45AM Dr Perry Ulysses Cox said

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I love Joystiq. (I also love, Wiizer, let there be no confusion.)
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Posted: Mar 19th 2010 12:56AM Cheesus Crust said

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Cheesus ends in 's' so it would just be Cheesus' not Cheesus's
Just saying..
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Posted: Mar 19th 2010 2:09AM Wiizer said

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WRE is the BEST! ... And Cheesus's comment is IRRELEVANT IRREGARDLESS.


XD
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Posted: Mar 19th 2010 11:33AM Shagittarius said

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The original article specifies that GTA IV actually runs with a lag of 160ms with a standard controller...so everyone should think about that. Don't know why that didn't make the Joystiq repost of this, seems like a pretty important distinction.
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Posted: Mar 18th 2010 8:05PM Voshempa said

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Well, it's not like it's being released next week, so...who cares at this point? Sony did say it "will", not that it "is" under a frame-big difference.
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Posted: Mar 18th 2010 8:05PM Xoonaka said

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That could also be software dependent... it might get the signal sooner, but process it slower... although knowing the average for most titles is going to be a factor, since it's more of the "real world" number.
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Posted: Mar 18th 2010 8:05PM RKN said

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They'll also do it with Natal and then the sparks will fly.....
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Posted: Mar 18th 2010 8:12PM sonicspike41 said

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"This is the generally accepted definition of controller lag (certainly what's been used in our previous pieces on the subject, and that includes the 200ms pre-production Natal measurement)"

So I'm not really understanding what you meant. Are you saying Natal will be better or worse (which would cause either camp to fire flaming "LOL"s in the other direction)?
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Posted: Mar 18th 2010 8:15PM Ezio Auditore da Firenze said

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I think he means because most people (or at least, 360 fans), already have the preconceived notion that Natal is going to blow Move out of the water, so if it came out that Natal had more performance lag than Move....

....sparks would very much fly, from both sides.
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Posted: Mar 18th 2010 8:36PM Aurailious said

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Natal actually will have less lag, but the downside is for Natal to eat up more of the CPU than Move will.

The problem with a Natal vs Move battle is that Microsoft has lots of monies to push behind advertising, at least more than Sony. And I can tell you, with the Wii being so big of a hit, the "average consumer" will not notice the lag. Sure us "hardcore" gamers will, but I am fairly certain that neither Sony or Microsoft are planning on marketing this toward us.

Oh wait.
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Posted: Mar 18th 2010 8:43PM BlackedOut said

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You're both wrong, he means that they'll (DF) carry out this study on Natal and the results will become the start of the great Fanboy wars of 2011.

I believe theyve already carried out this test on natal and it was somewhere between 133-200 (200 being the most quoted seeing as its the higher extremity). Although this was a few months back when they were allowing people to test riqochet.

Molyneux has already hyped the fact that its gotten much better, and even so 165 ms is not bad given the amount of points being recorded and translated by the software (full body i.e. its more than 2).

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Posted: Mar 18th 2010 11:53PM Dustin F said

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"Natal will have less lag"

"Most people think Natal will blow Move out of the water".

I doubt either of these are true.
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Posted: Mar 18th 2010 8:06PM anonim1979 said

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Natal ~170ms (160ms analysis +10ms recognition)
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Posted: Mar 18th 2010 8:08PM anonim1979 said

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http://www.newscientist.com/article/mg20527426.800-microsofts-bodysensing-buttonbusting-controller.htm

"He says Natal consumes just 10 to 15 per cent of the Xbox's computing resources and it can recognise any pose in just 10 milliseconds. It needs only 160 milliseconds to latch on to the body shape of a new user stepping in front of it."
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Posted: Mar 18th 2010 8:39PM Puertoricarious said

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i believe that comment is referring to how long it takes natal to recognize a new player in its view, not general input lag. an initial scan, if you will.
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Posted: Mar 18th 2010 8:48PM anonim1979 said

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Yes it looks looks that, though I can't imagine it will be only 10ms normally..
I think PR was simply muddling the water and Natal will need to do the same scan for silhouette(s) in every analysed frame?

That would be in line with 100 or 200ms that was mentioned on other ocassions.

Anyway it is like MOVE in still unfinished stage and there are no concrete information.
Might change also in subsequent library revisons
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Posted: Mar 18th 2010 8:57PM mahouneko said

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@anonim:
The article that you linked to poses an interesting effect of that terabyte of motion data. Sony and Apple have movie production software suites and Microsoft could very well enter the movie production suite business through the use of such data on top of using data collected from Natal. If that's the case, that's a pretty ingenious use of Natal's technology right there though it might run into privacy lawsuits because of it.
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Posted: Mar 18th 2010 11:34PM McDuckScrooged said

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Thanks for that new scientist article.

It was exactly what I was after..

"The result was a 50-megabyte software package that can recognise 31 different body parts in any video frame."

This 50 Megabyte software package they need to differentiate the body parts where do you think this will run ?

Remember they are trying to keep latency as low as possible, so for Natal to be usable it will need this software or database to be loaded into ram so as you move it will need to grab a snapshot of your movement compare to the data within this db and work out what you are doing..

What does this mean ? Well to simplify it, Natal will need 50MB of ram, no ifs buts maybes, the OS already uses 32MB so any Natal enabled game will have 82MB less ram to play with in total, which in turn will mean lower res textures, Less chance of proper AA rendering more than likely the screen res for most Natal games will be sub-hd.. Thats just the start..

The 15% CPU usage they mention is probably not including the OS usage and as far as I remember the xbox360 OS reserves a thread for itself..

The cpu has 3 cpu cores and 6 hardware threads (hyperthreading IBM style).. each thread works out to ~ 16.6% total processing power ..
They reckon it uses about 15% cpu time , along with the OS thats 2 threads reserved which leaves 4 threads for the actual game .. So we have the 360 actually running at a 1/3 of its original processing power..

Not to paint a grim picture but all I can see for the future of Natal this generation is a new way to operate the nxe, which will get very boring very quickly.. Also I see a tonne of shovelware.. Stuff like dancing games etc etc which would never tax the 360 in terms of memory or cpu.. To put it bluntly EyeToy games in HD

I could be completely wrong and the Natal really will usher in a new era of motion controlled games. I doubt it not this generation anyway, next generation quite possibly but by next generation Sony will only have to release a new eye that is capable of everything the Natal claims to do.. Infact if you check here:

http://www.newscientist.com/article/dn18115-sony-demos-game-controller-to-track-motion-and-emotion.html

It already has.. Its created a stereoscopic camera system which basically does everything Natal does.

http://www.atracsys.com/_products/icu.php -- This is the product Sony have created in collaboration with atracsys..

Does this begin to paint a picture for you ?

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Posted: Mar 19th 2010 1:08AM Ordeith said

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@scooge:

There is no reason Natal can't have onboard memory and some co-processing capability to take load off of the 360.

They may or may not do this. We won't know for a while.

And sony's stereo camera system is only the hardware. To do everything Natal does it will have to see people in low light, recognize faces, recognize gestures from tall people, short people, adults, children, the skinny and the fat and everything in between, all with different limb ratios and everything.

Sony is no where near that.
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Posted: Mar 19th 2010 2:49AM R Planteer said

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Statistics: The art of making numbers say what you want them to say. Nice job on changing 15% to 66%, but I dont really think anyone is buying.

Actually, scratch that, im sure tige/enrique/el serp are on their way here to downvote me.
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Posted: Mar 19th 2010 3:15AM R Planteer said

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I suppose I should explain.

For starters, you are assuming that a virtual thread contains just as much processing power as a physical thread. This is incorrect. Theortically speaking I suppose you would be correct, but in practice a "virtual" CPU (which is what hyperthreading creates) lends about a 50% performance increase. So, if I had a 4ghz HT'd CPU, it would be about as fast as a 6ghz non HT'd one (ignoring the obvious instability of such a high clock). So your math about the threads is completly wrong.

Im sure that the "original processing power" should include the fact that the Xbox 360 OS has always been there and isnt suddenly, magically taking up a thread now that Natal is out, so thats out too. So now we are looking at a total of one (1) extra thread being used by Natal.

So now we are lookign at the 3 physical cores, and the 3 virtual cores. The power split should be about 75/25 respectively. If Natal needs about 15%, the thing to do is dedicate probably 2 virtual threads to it, which equates to 16 and 2/3's % of the 360s total power. Which is a lot different than your equation of 66% of its total power.

Even then we are operating under the assumption that they will need to dedicate specific threads to Natal. Im a tech, not a programmer, so I dont know how it would work, but I would say thats a pretty large assumption to make.
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Posted: Mar 19th 2010 7:06AM mahouneko said

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Regardless of shovelware or not, I would totally enjoy the ability to play Parapara Paradise on either console.
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Posted: Mar 19th 2010 8:42AM McDuckScrooged said

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@Ordeith .. If only, they removed the co-processor from the Natal to save money, if the Natal did all of the processing itself, all would be good. This library they talk about has to run from memory if it runs from another source it has to then be transferred to actual system ram before being sent to cpu cache to process. (Adds a lot more latency)

@R , Sorry. I did it again, it was a typo what I meant to say is:

"So we have the 360 actually running at 2/3 of its original processing power"

or alternately:

"So we have the 360 actually running at 1/3 less than its original processing power"

I am changing 15% to equal a 1/3 of the processing ie 33% (including the system os), or 1 total cpu if the 360 os actually reserves a cpu thread for itself, which I read previously but have nothing to back up my statement, I might be completely wrong here.

I really dont like statistics, I had to use percentage because Microsoft quote in percent rather than actual cpu time.

IBM hyperthreading is actually a lot better than Intels. IBM has been using threading for years and Intel have only recently started using it. Also the cpus are in-order which should make the threading even better as the cpus will probably be blocked a lot.

As far as the OS is concerned it sees 6 virtual cpus , the actual threading is taken care of in hardware , so the OS will have no control over it.

Using your calculations the results become a lot worse.. You are right there is an uneven balance between actual physical core to virtual core though, I agree.
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Posted: Mar 19th 2010 9:14AM R Planteer said

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I am not disagreeing or agreeing with the statement "the 360 OS takes up 1 thread" What I am saying is that it always takes up a thread. By your calculations, the 360's max power is not 100%, its 84.3%, of which you minus yet another thread to get your 66% figure.

Either way you put it, its the kind of math you would see at a used car dealership located on Shady Cr. and Scrooge Ave.
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Posted: Mar 19th 2010 10:16AM McDuckScrooged said

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@R
Im trying to figure out what will be available to the game / game developer, so the OS has to be taken into account because the OS is already using resources which is why I add the two together, its far from perfect its about as flawed as the digital foundry analysis of the ps move latency, to be blunt.

Your own calculation has Natal using 2 threads anyway :)
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Posted: Mar 18th 2010 8:06PM Ezio Auditore da Firenze said

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*feigns concern over the performance of a piece of technology still 6 months from release*
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Posted: Mar 19th 2010 9:06AM MGTrey said

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Do the eight frames even matter? The only games where it would be an issue are fighters and shooters, and if you're playing either of them with Move, then God help you.
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Posted: Mar 19th 2010 11:32AM Churchbus said

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@Trey

Don't even act like you wouldn't get a quarter-chub from doing an actual hadouken.
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Posted: Mar 19th 2010 12:46PM (Unverified) said

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@Churchbus - I know I would... maybe even 1/3

Hopefully it's not 1 to 1... or my tiger uppercut is gonna suck.

Or my Dhalsim stretch punch sweeps are going to go nowhere
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Posted: Mar 18th 2010 8:06PM Dr Blight said

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So...how does this compare to the Wii and Natal (current version)?
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Posted: Mar 18th 2010 8:37PM (Unverified) said

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it's both!.. at the same time.
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Posted: Mar 19th 2010 1:02AM Ordeith said

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@solarshadows074:

How?

If anything Natal can be both, as it can be used with and without a controller. But the PS Move cannot function without a glowing ball to look at. So no, it can never be Natal.
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Posted: Mar 19th 2010 1:16AM (Unverified) said

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@Ordeith
you see, the camera(eyetoy) itself is LIKE natal. hell, natal is based on the original eyetoy. so technically, it would function without the glowing ball.
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Posted: Mar 18th 2010 8:14PM AutobotIronhide said

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I know it isn't related, but I know I will have troubles with the move. If you see on the controller in the left hand, it has a d-pad under the analog stick. Wouldn't it make more sense on the other side?
Then again, wouldn't it be better to keep the controller that already has motion control?
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Posted: Mar 18th 2010 8:16PM Dr Blight said

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I doubt any games would use both at the same time.
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Posted: Mar 18th 2010 8:24PM AutobotIronhide said

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I doubt it too, but it just seems really tedious. Maybe a game in the near future uses the up button as sprint, and you have to use the analog stick to move. I doubt a game will actually do that, but you get my point.
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Posted: Mar 18th 2010 8:25PM TesseractE said

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It's been mentioned that the Sub-controller will be optional, and that one can simply hold a DualShock 3 in their left hand to complement the Move in their right.

@Dr. Blight, SOCOM 4 was demoed using the Sub-controller.
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Posted: Mar 18th 2010 8:29PM Dr Blight said

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Tesseract, I'm talking about using the D-Pad AND Analog Stick at the same time. Not the two controllers.
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Posted: Mar 20th 2010 12:43PM Haywire said

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Developers aren't stupid enough to require you to push anatomically impossible button combos. The left analogue stick is on the same side as the D-pad on both the Dualshock controller and the 360 pad and it's never been an issue.
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Posted: Mar 18th 2010 8:21PM ybfelix said

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I think even though months away from release, the hardware should be completed and as it is now, what's going to improve is the software.
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Posted: Mar 18th 2010 8:21PM 12onin said

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But you also have to realize that this wasn't a gameplay demo they were analyzing, but rather may have involved one more step to the processing.

I'm no software programmer or engineer but isn't there an extra step involved when displaying the image the player? Isn't there at least something different going on in this process?

I can imagine there may be extra processing time when using the camera to not only track movements of the Move controllers but also display exactly what the Eyetoy is seeing.

I may be wrong, but i would like to see the latency test done on gameplay rather than this tech demo.
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Posted: Mar 18th 2010 8:33PM LokeSTL said

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Exactly. The video is being captured, analyzed, then double output to the monitor. Some of that lag is due to the merging of the actual video feed with the overlaid graphic. This should be optimized on the software end before release. A more accurate measurement would be to demo a game, assuming the Move's firmware is already up to par. Of course, there is nothing to test on at this time. That's the only way a poor analysis like this actually makes news.
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