Digital Foundry has taken its mathematical approach to examining the deep inner workings of games to whole new heights with is recent lag analysis of the Killzone 3 multiplayer beta. Using a special controller (designed by modder extraordinaire Ben Heck), the DF team measured the exact amount of time that passed between pressing R1 and the in-game gun actually firing a bullet: 116ms. According to the blog, that's about 33ms shorter than the lag present in Killzone 2, which apparently makes a world of difference in twitchy shooters of this ilk.
Check out a video of the group's study, as well as a few other odds and ends about the technical side of the beta, over on Eurogamer.
Reader Comments (121)
Posted: Nov 6th 2010 7:34PM A Sandwich said
That's pretty cool, actually.
Posted: Nov 6th 2010 11:07PM oolz said
@A Sandwich actually, it's not. it shows that you put a lot of things ahead of actual gameplay in your game. It shows one of two things:
you consciously decided to sacrifice time spent makeing nice graphics and other things over responsive controls.
or
You just didn't know what is important in a good FPS to begin with.
in either case, it disqualifies you from being considered a top flight FPS designer. you might have made a solid, fun game, but you're not in the same league as other devs known for their FPS prowess.
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you consciously decided to sacrifice time spent makeing nice graphics and other things over responsive controls.
or
You just didn't know what is important in a good FPS to begin with.
in either case, it disqualifies you from being considered a top flight FPS designer. you might have made a solid, fun game, but you're not in the same league as other devs known for their FPS prowess.
Posted: Nov 7th 2010 12:35AM WiredKnight said
@oolz
It's fun to pretend you know what you're talking about isn't it?
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It's fun to pretend you know what you're talking about isn't it?
Posted: Nov 7th 2010 2:34AM oJMan240o said
@oolz
You sir... did not read this article or apparently even think at all before you made your post.
I liked Killzone 2, but I didn't like the fact that the latency was so noticeable. It's good to see that they've changed that. Maybe I'll feel more like whether or not I die is actually under my control.
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You sir... did not read this article or apparently even think at all before you made your post.
I liked Killzone 2, but I didn't like the fact that the latency was so noticeable. It's good to see that they've changed that. Maybe I'll feel more like whether or not I die is actually under my control.
Posted: Nov 7th 2010 12:32PM Beloved Console said
@oolz No other FPS on a console achieves graphically what Killzone 2 did. And gameplay was designed around the heavier experience created by the lag, which at that time of development, was still commendable for all the graphic prowess of this game. Guerilla made a game which surpassed others in it's class while still maintaining a strong play mechanic. Twitchier games were possible, and existed-- at the cost of graphics and sound. DUH.
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Posted: Nov 6th 2010 7:35PM PR0F3TA said
there was this feeling log lag with Killzone 2. Good for single player but bad for multiplayer because we were babied on COD4. or at least i was.
Posted: Nov 6th 2010 7:39PM einhanderkiller said
The "input lag" in Killzone 2 was deliberate, right? They wanted your movement to have a weighty feeling or something.
Posted: Nov 6th 2010 7:44PM xiLeShadow said
@einhanderkiller
Yea, they were trying to make gamers react to things that were not going to pop up on the screen for another 130ms or so. You had to look forward in time or prepare for the future.
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Yea, they were trying to make gamers react to things that were not going to pop up on the screen for another 130ms or so. You had to look forward in time or prepare for the future.
Posted: Nov 6th 2010 11:34PM That Burning Sensation said
@xiLeShadow
. . . well you can try to predict the future or just slow you're roll and aim. There was noticable lag, but what's the alternative? Sliding around on skates have a gunarm attached to your shoulder like COD? If anything it cut down on the amount of people who would kill with the precision of a Terminator.
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. . . well you can try to predict the future or just slow you're roll and aim. There was noticable lag, but what's the alternative? Sliding around on skates have a gunarm attached to your shoulder like COD? If anything it cut down on the amount of people who would kill with the precision of a Terminator.
Posted: Nov 7th 2010 2:01AM ptcamn said
@einhanderkiller
Yes it was. It gave the characters the heavy, natural feel they had. In other words, KZ3 will likely have the loose, sucks dynamics of Halo on the character move. The "I am carrying a ton of stuff, an armor, and yet I am moving like a track and field athlete".
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Yes it was. It gave the characters the heavy, natural feel they had. In other words, KZ3 will likely have the loose, sucks dynamics of Halo on the character move. The "I am carrying a ton of stuff, an armor, and yet I am moving like a track and field athlete".
Posted: Nov 7th 2010 7:36AM Da Largest said
Uh huh. The input lag totally didn't have a single thing to do with all those shiny post-processing effects. Nah.
I think that there's some degree of weight that was in fact deliberate but I'm not going to fool myself into believing that an actual noticeable gulf between aiming in a direction and your character responding provides a realistic feeling of weight. More like a realistic feeling of frustration
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I think that there's some degree of weight that was in fact deliberate but I'm not going to fool myself into believing that an actual noticeable gulf between aiming in a direction and your character responding provides a realistic feeling of weight. More like a realistic feeling of frustration
Posted: Nov 7th 2010 9:52AM Levi said
@einhanderkiller
No. The "weighty feel" was made of two separate components: input lag, and an aiming acceleration that was different than most shooters. The unique aiming was intended, the input lag was not. Guerilla Games QA said that it was intended to try and put out some of the fire, but the fact of the matter is that locking the game in at 30 fps with vsync on created a delay in the controls that was not intended.
Also, I'm pretty sure most other shooters are closer to 60ms. I remember reading and watching analyses of different games compared to KZ2 when it came out, and I could swear they said Resistance 2 has like 60 or 66 or something, which would still put Kz3 behind the average. I'm thrilled they've at least improved it.
Surprisingly, anyone who has the new Goldeneye game should pay attention; that has some noticeable input lag as well! Not like KZ2, but it's noticeable.
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No. The "weighty feel" was made of two separate components: input lag, and an aiming acceleration that was different than most shooters. The unique aiming was intended, the input lag was not. Guerilla Games QA said that it was intended to try and put out some of the fire, but the fact of the matter is that locking the game in at 30 fps with vsync on created a delay in the controls that was not intended.
Also, I'm pretty sure most other shooters are closer to 60ms. I remember reading and watching analyses of different games compared to KZ2 when it came out, and I could swear they said Resistance 2 has like 60 or 66 or something, which would still put Kz3 behind the average. I'm thrilled they've at least improved it.
Surprisingly, anyone who has the new Goldeneye game should pay attention; that has some noticeable input lag as well! Not like KZ2, but it's noticeable.
Posted: Nov 7th 2010 2:16PM McDuckScrooged said
@Levi your absolutely right any shooter which is running at 60fps has much less lag, COD4 (runs at 60fps) is apparently around 66ms as well..
http://www.eurogamer.net/articles/digitalfoundry-killzone-3-inputlag-blog-entry -- This is an earlier piece, from him stating COD4 lag.
Apparently GTAIV had 166ms controller lag..
To be honest though this whole controller lag issue was started by DF, the devs repeatedly stated it was about weight and feel.. They could have intentionally added controller delay and increased dead space for that feeling of weight.. This could have been completely and utterly done by design..
Neither I or you know the actual truth, we can only guess.. I tend to ignore the huge amount of bullshit from digital foundry.. We are talking about the same guy who took a shaky handheld cam up to a display to try and prove the move had a huge amount of lag, if you want to ruin any shred of credibility thats how you do it..
He can run proper analysis of the move now, has he bothered ? Nope because it would only serve to prove that his original article was nothing but flamebait. Has he bothered to analyse the lag of Kinect, now that both are out and get a decent comparison between the two ? Nope.. What do we get ? Analysis of a game beta, with alpha code clearly displayed at the top..
Much like, admitting the fact that he had no idea whether the controller lag was intentional or not.. He can only guess and frankly where anything PS3 is concerned he usually paints a worse / grimmer picture than it actually is.. Read his full "analysis" of the game.. If it wasnt for actual previews by game journalists, I would be lead to think that KZ3 is a horrible kludgy mess with framerates constantly dipping and all sorts of other issues.. Funny thing is practically ever reviewer so far has commented on how great it looks and runs.. Leads me to the end conclusion that the majority of his analysis is good for his grand mother..
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http://www.eurogamer.net/articles/digitalfoundry-killzone-3-inputlag-blog-entry -- This is an earlier piece, from him stating COD4 lag.
Apparently GTAIV had 166ms controller lag..
To be honest though this whole controller lag issue was started by DF, the devs repeatedly stated it was about weight and feel.. They could have intentionally added controller delay and increased dead space for that feeling of weight.. This could have been completely and utterly done by design..
Neither I or you know the actual truth, we can only guess.. I tend to ignore the huge amount of bullshit from digital foundry.. We are talking about the same guy who took a shaky handheld cam up to a display to try and prove the move had a huge amount of lag, if you want to ruin any shred of credibility thats how you do it..
He can run proper analysis of the move now, has he bothered ? Nope because it would only serve to prove that his original article was nothing but flamebait. Has he bothered to analyse the lag of Kinect, now that both are out and get a decent comparison between the two ? Nope.. What do we get ? Analysis of a game beta, with alpha code clearly displayed at the top..
Much like, admitting the fact that he had no idea whether the controller lag was intentional or not.. He can only guess and frankly where anything PS3 is concerned he usually paints a worse / grimmer picture than it actually is.. Read his full "analysis" of the game.. If it wasnt for actual previews by game journalists, I would be lead to think that KZ3 is a horrible kludgy mess with framerates constantly dipping and all sorts of other issues.. Funny thing is practically ever reviewer so far has commented on how great it looks and runs.. Leads me to the end conclusion that the majority of his analysis is good for his grand mother..
Posted: Nov 7th 2010 3:17PM maveric101 said
@ptcamn
"loose, sucks dynamics of Halo on the character move. The "I am carrying a ton of stuff, an armor, and yet I am moving like a track and field athlete". "
first, how does quicker controls make movement feel more loose? if anything it would make it feel tighter. also, spartans are freaking super-soldiers. despite their armor, they're SUPPOSED to be faster/quicker than any marine.
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"loose, sucks dynamics of Halo on the character move. The "I am carrying a ton of stuff, an armor, and yet I am moving like a track and field athlete". "
first, how does quicker controls make movement feel more loose? if anything it would make it feel tighter. also, spartans are freaking super-soldiers. despite their armor, they're SUPPOSED to be faster/quicker than any marine.
Posted: Nov 7th 2010 6:50PM onlysublime said
@McDuckScrooged i think you need to relax. take a chill pill. the article said that kz3 made significant improvements over kz2. it didn't disparage kz3 at all. why are you bringing in the move? no one is talking about that. relax. breathe.
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Posted: Nov 6th 2010 7:40PM blueskyv201 said
How long is the input lag in other shooters?
Posted: Nov 6th 2010 8:13PM onlysublime said
@blueskyv201 halo, cod were around 100. kz2 was a slug at 150 ms. for point of reference, kinect is 160-200.
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Posted: Nov 6th 2010 8:16PM philmcfail said
@blueskyv201
Looking at others shooters like cod, there's probably close to none. People want that responsiveness from a shooter.
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Looking at others shooters like cod, there's probably close to none. People want that responsiveness from a shooter.
Posted: Nov 6th 2010 9:26PM superfrog1993 said
@philmcfail
Close to none? Do you mean like 116ms?
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Close to none? Do you mean like 116ms?
Posted: Nov 6th 2010 9:39PM philmcfail said
@superfrog1993
Oops my bad! When I said close to none I just meant the feeling was like close to none. I wasn't referring to any mathematical data. Downvote away!
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Oops my bad! When I said close to none I just meant the feeling was like close to none. I wasn't referring to any mathematical data. Downvote away!
Posted: Nov 6th 2010 10:20PM kentuckyfried said
@blueskyv201
that's a good point. These sorts of numbers make no sense to the average person without a frame of reference.
Personally, I make comparisons to any shooter using COD4 as the baseline, since that's my all-time favorite thus far for an FPS. For TPS, I'm not so sure, but UC2 would be a good baseline as any I suppose.
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that's a good point. These sorts of numbers make no sense to the average person without a frame of reference.
Personally, I make comparisons to any shooter using COD4 as the baseline, since that's my all-time favorite thus far for an FPS. For TPS, I'm not so sure, but UC2 would be a good baseline as any I suppose.
Posted: Nov 6th 2010 10:21PM kentuckyfried said
@onlysublime
Thank you, that is very useful information.
Where did you find them? I'm particularly interested in seeing what mw2 and W@W clocked in at.
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Thank you, that is very useful information.
Where did you find them? I'm particularly interested in seeing what mw2 and W@W clocked in at.
Posted: Nov 6th 2010 10:29PM leemahi said
@onlysublime
Imagine if you could tweek the input connection so their becomes 0 lag and thus giving you an decent, but perhaps unfair, advantage on these games?
Thanks for the points of reference.
A checked the comments, commanded F, and searched halo, found your post and bam! Answered.
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Imagine if you could tweek the input connection so their becomes 0 lag and thus giving you an decent, but perhaps unfair, advantage on these games?
Thanks for the points of reference.
A checked the comments, commanded F, and searched halo, found your post and bam! Answered.
Posted: Nov 7th 2010 5:13PM onlysublime said
@Vcize there are all kinds of lag and it all adds up. there's input lag. there's tv processing lag (even game mode on a tv doesn't completely erase the lag). there's audio lag. there's latency on a network. but of course, the biggest lag is the human lag (thinking and then doing). the reason people trip up is that you think way faster than can actually do the motion. i think the only reason people like lag on kz2 is because it levels out the playing field. helps the people with slower reflexes catch up to the quicker reflex people.
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Posted: Nov 8th 2010 11:29AM Levi said
@blueskyv201
Games like Call of Duty that are locked in at 60fps usually run closer to 66ms of delay. Input lag goes hand-in-hand with fps, since we are talking about the number of frames it takes to display your actions. 60fps games tend to have less. If it takes 10 frames of animation to display your actions on-screen, that means there will be 1/6th of a seond of lag in a 60fps game, and 1/3rd of a second of lag in a 30fps game.
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Games like Call of Duty that are locked in at 60fps usually run closer to 66ms of delay. Input lag goes hand-in-hand with fps, since we are talking about the number of frames it takes to display your actions. 60fps games tend to have less. If it takes 10 frames of animation to display your actions on-screen, that means there will be 1/6th of a seond of lag in a 60fps game, and 1/3rd of a second of lag in a 30fps game.
Posted: Nov 6th 2010 7:41PM m0c3 said
I thought it was perfect for online and offline in killzone 2. People complain to much when its not like another game.
Posted: Nov 6th 2010 7:48PM xiLeShadow said
@m0c3
I guess, Idk..
I react fast when it comes to these types of games...the lag really annoyed me after a while. =(
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I guess, Idk..
I react fast when it comes to these types of games...the lag really annoyed me after a while. =(
Posted: Nov 7th 2010 1:33AM den69 said
@m0c3
Yeah I actually found I was amazing at KZ2 and I put it down to the weighted feeling. Lag sounds like such a bad word but basically you had to be accurate or you were dead, your actions had more consequence, u couldn't go nuts.
On another note the knife distance in COD is ridiculous.. lol
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Yeah I actually found I was amazing at KZ2 and I put it down to the weighted feeling. Lag sounds like such a bad word but basically you had to be accurate or you were dead, your actions had more consequence, u couldn't go nuts.
On another note the knife distance in COD is ridiculous.. lol
Posted: Nov 7th 2010 9:08AM fusionspill said
@m0c3
I wish more people can pull their heads out of unknown places and say that
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I wish more people can pull their heads out of unknown places and say that
Posted: Nov 6th 2010 7:41PM Ezio Auditore da Firenze said
So the input lag that I never noticed in Killzone 2 is lessened in 3.
Interesting.
Interesting.
Posted: Nov 6th 2010 9:05PM Prboi said
@Ezio Auditore da Firenze
Having played many FPS games such as Halo, Call Of Duty, Fallout, Left 4 Dead etc. It would be kind of obvious to see the difference between them & Killzone. It's the difference between making a quick turn to kill your opponent & dying. It's why PC games feel the PC is best for FPS games, because of the responsivness & accuracy.
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Having played many FPS games such as Halo, Call Of Duty, Fallout, Left 4 Dead etc. It would be kind of obvious to see the difference between them & Killzone. It's the difference between making a quick turn to kill your opponent & dying. It's why PC games feel the PC is best for FPS games, because of the responsivness & accuracy.
Posted: Nov 6th 2010 10:22PM kentuckyfried said
@Ezio Auditore da Firenze
true; I never understood what the big fuss was about in kz2. Granted I never played alot of the MP, but at the few moments I did, I didn't notice any either.
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true; I never understood what the big fuss was about in kz2. Granted I never played alot of the MP, but at the few moments I did, I didn't notice any either.
Posted: Nov 7th 2010 12:52AM sonicspike41 said
@TUROK1134
I got it before they had any patches, played the entire single player, and a few multiplayer matches, and went for weeks/months without ever realizing there was any lag.
A friend mentioned it to me, and I casually said, "Lag? I never noticed any. You probably just hate it for being a Sony game," or something like that. Then he shows me a video of it, and I replied with, "Strange, I never noticed that. They must have a bad TV or something, cause it was never that bad for me."
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I got it before they had any patches, played the entire single player, and a few multiplayer matches, and went for weeks/months without ever realizing there was any lag.
A friend mentioned it to me, and I casually said, "Lag? I never noticed any. You probably just hate it for being a Sony game," or something like that. Then he shows me a video of it, and I replied with, "Strange, I never noticed that. They must have a bad TV or something, cause it was never that bad for me."
Posted: Nov 6th 2010 7:46PM EvoHelix said
Aaaaaaaaaaaaand sold!
Posted: Nov 6th 2010 7:48PM oOWallaceOo said
Have they done a input lag test for Gears Of War or would that take too long ?







